You've already forked godot
mirror of
https://github.com/godotengine/godot.git
synced 2025-11-04 12:00:25 +00:00
This change improves performance of the AgX tonemapper by allowing two matrix multiplications to be combined into one. This comes at the cost of loss of color information that could be correctly interpreted as positive RGB values in the Rec. 2020 color space. Additionally, an insignificant amount of error is intentionally introduced to the input color value to prevent the need for a second max function call before log2. The final negative color clipping has been removed to allow the tonemapper to return negative RGB values, similar to other tonemappers in Godot.
183 lines
7.8 KiB
GLSL
183 lines
7.8 KiB
GLSL
layout(std140) uniform TonemapData { //ubo:0
|
|
float exposure;
|
|
float white;
|
|
int tonemapper;
|
|
int pad;
|
|
|
|
int pad2;
|
|
float brightness;
|
|
float contrast;
|
|
float saturation;
|
|
};
|
|
|
|
// This expects 0-1 range input.
|
|
vec3 linear_to_srgb(vec3 color) {
|
|
//color = clamp(color, vec3(0.0), vec3(1.0));
|
|
//const vec3 a = vec3(0.055f);
|
|
//return mix((vec3(1.0f) + a) * pow(color.rgb, vec3(1.0f / 2.4f)) - a, 12.92f * color.rgb, lessThan(color.rgb, vec3(0.0031308f)));
|
|
// Approximation from http://chilliant.blogspot.com/2012/08/srgb-approximations-for-hlsl.html
|
|
return max(vec3(1.055) * pow(color, vec3(0.416666667)) - vec3(0.055), vec3(0.0));
|
|
}
|
|
|
|
// This expects 0-1 range input, outside that range it behaves poorly.
|
|
vec3 srgb_to_linear(vec3 color) {
|
|
// Approximation from http://chilliant.blogspot.com/2012/08/srgb-approximations-for-hlsl.html
|
|
return color * (color * (color * 0.305306011 + 0.682171111) + 0.012522878);
|
|
}
|
|
|
|
#ifdef APPLY_TONEMAPPING
|
|
|
|
// Based on Reinhard's extended formula, see equation 4 in https://doi.org/cjbgrt
|
|
vec3 tonemap_reinhard(vec3 color, float p_white) {
|
|
float white_squared = p_white * p_white;
|
|
vec3 white_squared_color = white_squared * color;
|
|
// Equivalent to color * (1 + color / white_squared) / (1 + color)
|
|
return (white_squared_color + color * color) / (white_squared_color + white_squared);
|
|
}
|
|
|
|
vec3 tonemap_filmic(vec3 color, float p_white) {
|
|
// exposure bias: input scale (color *= bias, white *= bias) to make the brightness consistent with other tonemappers
|
|
// also useful to scale the input to the range that the tonemapper is designed for (some require very high input values)
|
|
// has no effect on the curve's general shape or visual properties
|
|
const float exposure_bias = 2.0f;
|
|
const float A = 0.22f * exposure_bias * exposure_bias; // bias baked into constants for performance
|
|
const float B = 0.30f * exposure_bias;
|
|
const float C = 0.10f;
|
|
const float D = 0.20f;
|
|
const float E = 0.01f;
|
|
const float F = 0.30f;
|
|
|
|
vec3 color_tonemapped = ((color * (A * color + C * B) + D * E) / (color * (A * color + B) + D * F)) - E / F;
|
|
float p_white_tonemapped = ((p_white * (A * p_white + C * B) + D * E) / (p_white * (A * p_white + B) + D * F)) - E / F;
|
|
|
|
return color_tonemapped / p_white_tonemapped;
|
|
}
|
|
|
|
// Adapted from https://github.com/TheRealMJP/BakingLab/blob/master/BakingLab/ACES.hlsl
|
|
// (MIT License).
|
|
vec3 tonemap_aces(vec3 color, float p_white) {
|
|
const float exposure_bias = 1.8f;
|
|
const float A = 0.0245786f;
|
|
const float B = 0.000090537f;
|
|
const float C = 0.983729f;
|
|
const float D = 0.432951f;
|
|
const float E = 0.238081f;
|
|
|
|
// Exposure bias baked into transform to save shader instructions. Equivalent to `color *= exposure_bias`
|
|
const mat3 rgb_to_rrt = mat3(
|
|
vec3(0.59719f * exposure_bias, 0.35458f * exposure_bias, 0.04823f * exposure_bias),
|
|
vec3(0.07600f * exposure_bias, 0.90834f * exposure_bias, 0.01566f * exposure_bias),
|
|
vec3(0.02840f * exposure_bias, 0.13383f * exposure_bias, 0.83777f * exposure_bias));
|
|
|
|
const mat3 odt_to_rgb = mat3(
|
|
vec3(1.60475f, -0.53108f, -0.07367f),
|
|
vec3(-0.10208f, 1.10813f, -0.00605f),
|
|
vec3(-0.00327f, -0.07276f, 1.07602f));
|
|
|
|
color *= rgb_to_rrt;
|
|
vec3 color_tonemapped = (color * (color + A) - B) / (color * (C * color + D) + E);
|
|
color_tonemapped *= odt_to_rgb;
|
|
|
|
p_white *= exposure_bias;
|
|
float p_white_tonemapped = (p_white * (p_white + A) - B) / (p_white * (C * p_white + D) + E);
|
|
|
|
return color_tonemapped / p_white_tonemapped;
|
|
}
|
|
|
|
// Polynomial approximation of EaryChow's AgX sigmoid curve.
|
|
// x must be within the range [0.0, 1.0]
|
|
vec3 agx_contrast_approx(vec3 x) {
|
|
// Generated with Excel trendline
|
|
// Input data: Generated using python sigmoid with EaryChow's configuration and 57 steps
|
|
// Additional padding values were added to give correct intersections at 0.0 and 1.0
|
|
// 6th order, intercept of 0.0 to remove an operation and ensure intersection at 0.0
|
|
vec3 x2 = x * x;
|
|
vec3 x4 = x2 * x2;
|
|
return 0.021 * x + 4.0111 * x2 - 25.682 * x2 * x + 70.359 * x4 - 74.778 * x4 * x + 27.069 * x4 * x2;
|
|
}
|
|
|
|
// This is an approximation and simplification of EaryChow's AgX implementation that is used by Blender.
|
|
// This code is based off of the script that generates the AgX_Base_sRGB.cube LUT that Blender uses.
|
|
// Source: https://github.com/EaryChow/AgX_LUT_Gen/blob/main/AgXBasesRGB.py
|
|
vec3 tonemap_agx(vec3 color) {
|
|
// Combined linear sRGB to linear Rec 2020 and Blender AgX inset matrices:
|
|
const mat3 srgb_to_rec2020_agx_inset_matrix = mat3(
|
|
0.54490813676363087053, 0.14044005884001287035, 0.088827411851915368603,
|
|
0.37377945959812267119, 0.75410959864013760045, 0.17887712465043811023,
|
|
0.081384976686407536266, 0.10543358536857773485, 0.73224999956948382528);
|
|
|
|
// Combined inverse AgX outset matrix and linear Rec 2020 to linear sRGB matrices.
|
|
const mat3 agx_outset_rec2020_to_srgb_matrix = mat3(
|
|
1.9645509602733325934, -0.29932243390911083839, -0.16436833806080403409,
|
|
-0.85585845117807513559, 1.3264510741502356555, -0.23822464068860595117,
|
|
-0.10886710826831608324, -0.027084020983874825605, 1.402665347143271889);
|
|
|
|
// LOG2_MIN = -10.0
|
|
// LOG2_MAX = +6.5
|
|
// MIDDLE_GRAY = 0.18
|
|
const float min_ev = -12.4739311883324; // log2(pow(2, LOG2_MIN) * MIDDLE_GRAY)
|
|
const float max_ev = 4.02606881166759; // log2(pow(2, LOG2_MAX) * MIDDLE_GRAY)
|
|
|
|
// Large negative values in one channel and large positive values in other
|
|
// channels can result in a colour that appears darker and more saturated than
|
|
// desired after passing it through the inset matrix. For this reason, it is
|
|
// best to prevent negative input values.
|
|
// This is done before the Rec. 2020 transform to allow the Rec. 2020
|
|
// transform to be combined with the AgX inset matrix. This results in a loss
|
|
// of color information that could be correctly interpreted within the
|
|
// Rec. 2020 color space as positive RGB values, but it is less common for Godot
|
|
// to provide this function with negative sRGB values and therefore not worth
|
|
// the performance cost of an additional matrix multiplication.
|
|
// A value of 2e-10 intentionally introduces insignificant error to prevent
|
|
// log2(0.0) after the inset matrix is applied; color will be >= 1e-10 after
|
|
// the matrix transform.
|
|
color = max(color, 2e-10);
|
|
|
|
// Do AGX in rec2020 to match Blender and then apply inset matrix.
|
|
color = srgb_to_rec2020_agx_inset_matrix * color;
|
|
|
|
// Log2 space encoding.
|
|
// Must be clamped because agx_contrast_approx may not work
|
|
// well with values outside of the range [0.0, 1.0]
|
|
color = clamp(log2(color), min_ev, max_ev);
|
|
color = (color - min_ev) / (max_ev - min_ev);
|
|
|
|
// Apply sigmoid function approximation.
|
|
color = agx_contrast_approx(color);
|
|
|
|
// Convert back to linear before applying outset matrix.
|
|
color = pow(color, vec3(2.4));
|
|
|
|
// Apply outset to make the result more chroma-laden and then go back to linear sRGB.
|
|
color = agx_outset_rec2020_to_srgb_matrix * color;
|
|
|
|
// Blender's lusRGB.compensate_low_side is too complex for this shader, so
|
|
// simply return the color, even if it has negative components. These negative
|
|
// components may be useful for subsequent color adjustments.
|
|
return color;
|
|
}
|
|
|
|
#define TONEMAPPER_LINEAR 0
|
|
#define TONEMAPPER_REINHARD 1
|
|
#define TONEMAPPER_FILMIC 2
|
|
#define TONEMAPPER_ACES 3
|
|
#define TONEMAPPER_AGX 4
|
|
|
|
vec3 apply_tonemapping(vec3 color, float p_white) { // inputs are LINEAR
|
|
// Ensure color values passed to tonemappers are positive.
|
|
// They can be negative in the case of negative lights, which leads to undesired behavior.
|
|
if (tonemapper == TONEMAPPER_LINEAR) {
|
|
return color;
|
|
} else if (tonemapper == TONEMAPPER_REINHARD) {
|
|
return tonemap_reinhard(max(vec3(0.0f), color), p_white);
|
|
} else if (tonemapper == TONEMAPPER_FILMIC) {
|
|
return tonemap_filmic(max(vec3(0.0f), color), p_white);
|
|
} else if (tonemapper == TONEMAPPER_ACES) {
|
|
return tonemap_aces(max(vec3(0.0f), color), p_white);
|
|
} else { // TONEMAPPER_AGX
|
|
return tonemap_agx(color);
|
|
}
|
|
}
|
|
|
|
#endif // APPLY_TONEMAPPING
|