Files
2026-07-13 13:13:17 +08:00

117 lines
3.0 KiB
HLSL

//RWTexture2D<float4> outputTexture : register(u0);
Texture2D<float4> inputTexture : register(t0);
sampler texSampler : register(s0);
cbuffer ParamConstants : register(b0)
{
float Mode;
float CorrectGamma;
float GammaValue;
float Exposure;
}
struct vsOutput
{
float4 position : SV_POSITION;
float2 texCoord : TEXCOORD;
};
float3 uncharted2Tonemap(const float3 x) {
const float A = 0.15;
const float B = 0.50;
const float C = 0.10;
const float D = 0.20;
const float E = 0.02;
const float F = 0.30;
return ((x * (A * x + C * B) + D * E) / (x * (A * x + B) + D * F)) - E / F;
}
float3 tonemapUncharted2(const float3 color) {
const float W = 3;//11.2;
const float exposureBias = 2.0;
float3 curr = uncharted2Tonemap(exposureBias * color);
float3 whiteScale = 1.0 / uncharted2Tonemap(float3(W.xxx));
return curr * whiteScale;
}
// Based on Filmic Tonemapping Operators http://filmicgames.com/archives/75
float3 tonemapFilmic(const float3 color) {
float3 x = max(float3(0,0,0), color - 0.004);
return (x * (6.2 * x + 0.5)) / (x * (6.2 * x + 1.7) + 0.06);
}
// https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/
float3 tonemapAcesFilm(const float3 x) {
const float a = 2.51;
const float b = 0.03;
const float c = 2.43;
const float d = 0.59;
const float e = 0.14;
return clamp((x * (a * x + b)) / (x * (c * x + d ) + e), 0.0, 1.0);
}
float3 tonemapReinhard(const float3 color) {
return color / (color + 1);
}
float3 tonemapAgX(float3 col, bool punchy)
{
// Input transform
col = mul(col, float3x3(0.842, 0.0423, 0.0424,0.0784, 0.878, 0.0784,0.0792, 0.0792, 0.879));
// Log2 space encoding
col = clamp((log2(col) + 12.47393) / 16.5, 0.0, 1.0);
// Apply sigmoid approximation
col = 0.5 + 0.5 * sin(((-3.11 * col + 6.42) * col - 0.378) * col - 1.44);
if(punchy) {
float luma = dot(col, float3(0.216, 0.7152, 0.0722));
col = lerp(float3(luma, luma, luma), pow(col, float3(1.35, 1.35, 1.35)), 1.4);
}
// EOTF
col = mul(col, float3x3( 1.2, -0.053, -0.053, -0.1, 1.15, -0.1, -0.1, -0.1, 1.15 ));
return col;
}
float4 psMain(vsOutput psInput) : SV_TARGET
{
float2 uv = psInput.texCoord;
float4 c = inputTexture.SampleLevel(texSampler, uv, 0.0);
c.rgb *= Exposure;
if(Mode < 0.5) {
c= float4( tonemapAcesFilm(c.rgb), 1);
}
else if (Mode < 1.5) {
c= float4( tonemapReinhard(c.rgb), 1);
}
else if (Mode < 2.5) {
c.rgb= pow(c.rgb, 2.2);
c= float4( tonemapFilmic(c.rgb), 1);
}
else if (Mode < 3.5) {
c= float4( tonemapUncharted2(c.rgb), 1);
}
else if(Mode < 4.5) {
c.rgb = pow(c.rgb, 2.2);
c= float4(tonemapAgX(c.rgb, false),1);
}
else if(Mode < 4.5) {
c.rgb = pow(c.rgb, 2.2);
c= float4(tonemapAgX(c.rgb, true),1);
}
if(CorrectGamma > 0.5) {
float gamma = GammaValue;
c.rgb = pow(c.rgb , 1.0/gamma);
}
return c;
}