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CrowdControl/Assets/Top Down/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/Tonemapper.shader

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1 month ago
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/Tonemapper" {
Properties {
_MainTex ("", 2D) = "black" {}
_SmallTex ("", 2D) = "grey" {}
_Curve ("", 2D) = "black" {}
}
CGINCLUDE
#include "UnityCG.cginc"
struct v2f {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
sampler2D _MainTex;
sampler2D _SmallTex;
sampler2D _Curve;
float4 _HdrParams;
float2 intensity;
float4 _MainTex_TexelSize;
float _AdaptionSpeed;
float _ExposureAdjustment;
float _RangeScale;
v2f vert( appdata_img v )
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
return o;
}
float4 fragLog(v2f i) : COLOR
{
const float DELTA = 0.0001f;
float fLogLumSum = 0.0f;
fLogLumSum += log( Luminance(tex2D(_MainTex, i.uv + _MainTex_TexelSize.xy * float2(-1,-1)).rgb) + DELTA);
fLogLumSum += log( Luminance(tex2D(_MainTex, i.uv + _MainTex_TexelSize.xy * float2(1,1)).rgb) + DELTA);
fLogLumSum += log( Luminance(tex2D(_MainTex, i.uv + _MainTex_TexelSize.xy * float2(-1,1)).rgb) + DELTA);
fLogLumSum += log( Luminance(tex2D(_MainTex, i.uv + _MainTex_TexelSize.xy * float2(1,-1)).rgb) + DELTA);
float avg = fLogLumSum / 4.0;
return float4(avg,avg,avg, avg);
}
float4 fragExpNoBlend(v2f i) : COLOR
{
float2 lum = float2(0.0f, 0.0f);
lum += tex2D(_MainTex, i.uv + _MainTex_TexelSize.xy * float2(-1,-1)).xy;
lum += tex2D(_MainTex, i.uv + _MainTex_TexelSize.xy * float2(1,1)).xy;
lum += tex2D(_MainTex, i.uv + _MainTex_TexelSize.xy * float2(1,-1)).xy;
lum += tex2D(_MainTex, i.uv + _MainTex_TexelSize.xy * float2(-1,1)).xy;
lum = exp(lum / 4.0f);
return float4(lum.x, lum.y, lum.x, 1.0);
}
float4 fragExp(v2f i) : COLOR
{
float2 lum = float2(0.0f, 0.0f);
lum += tex2D(_MainTex, i.uv + _MainTex_TexelSize.xy * float2(-1,-1)).xy;
lum += tex2D(_MainTex, i.uv + _MainTex_TexelSize.xy * float2(1,1)).xy;
lum += tex2D(_MainTex, i.uv + _MainTex_TexelSize.xy * float2(1,-1)).xy;
lum += tex2D(_MainTex, i.uv + _MainTex_TexelSize.xy * float2(-1,1)).xy;
lum = exp(lum / 4.0f);
return float4(lum.x, lum.y, lum.x, saturate(0.0125 * _AdaptionSpeed));
}
float3 ToCIE(float3 FullScreenImage)
{
// RGB -> XYZ conversion
// http://www.w3.org/Graphics/Color/sRGB
// The official sRGB to XYZ conversion matrix is (following ITU-R BT.709)
// 0.4125 0.3576 0.1805
// 0.2126 0.7152 0.0722
// 0.0193 0.1192 0.9505
float3x3 RGB2XYZ = {0.5141364, 0.3238786, 0.16036376, 0.265068, 0.67023428, 0.06409157, 0.0241188, 0.1228178, 0.84442666};
float3 XYZ = mul(RGB2XYZ, FullScreenImage.rgb);
// XYZ -> Yxy conversion
float3 Yxy;
Yxy.r = XYZ.g;
// x = X / (X + Y + Z)
// y = X / (X + Y + Z)
float temp = dot(float3(1.0,1.0,1.0), XYZ.rgb);
Yxy.gb = XYZ.rg / temp;
return Yxy;
}
float3 FromCIE(float3 Yxy)
{
float3 XYZ;
// Yxy -> XYZ conversion
XYZ.r = Yxy.r * Yxy.g / Yxy. b;
// X = Y * x / y
XYZ.g = Yxy.r;
// copy luminance Y
XYZ.b = Yxy.r * (1 - Yxy.g - Yxy.b) / Yxy.b;
// Z = Y * (1-x-y) / y
// XYZ -> RGB conversion
// The official XYZ to sRGB conversion matrix is (following ITU-R BT.709)
// 3.2410 -1.5374 -0.4986
// -0.9692 1.8760 0.0416
// 0.0556 -0.2040 1.0570
float3x3 XYZ2RGB = { 2.5651,-1.1665,-0.3986, -1.0217, 1.9777, 0.0439, 0.0753, -0.2543, 1.1892};
return mul(XYZ2RGB, XYZ);
}
// NOTE/OPTIMIZATION: we're not going the extra CIE detour anymore, but
// scale with the OUT/IN luminance ratio,this is sooooo much faster
float4 fragAdaptive(v2f i) : COLOR
{
float avgLum = tex2D(_SmallTex, i.uv).x;
float4 color = tex2D (_MainTex, i.uv);
float cieLum = max(0.000001, Luminance(color.rgb)); //ToCIE(color.rgb);
float lumScaled = cieLum * _HdrParams.z / (0.001 + avgLum);
lumScaled = (lumScaled * (1.0f + lumScaled / (_HdrParams.w)))/(1.0f + lumScaled);
//cie.r = lumScaled;
color.rgb = color.rgb * (lumScaled / cieLum);
//color.rgb = FromCIE(cie);
return color;
}
float4 fragAdaptiveAutoWhite(v2f i) : COLOR
{
float2 avgLum = tex2D(_SmallTex, i.uv).xy;
float4 color = tex2D(_MainTex, i.uv);
float cieLum = max(0.000001, Luminance(color.rgb)); //ToCIE(color.rgb);
float lumScaled = cieLum * _HdrParams.z / (0.001 + avgLum.x);
lumScaled = (lumScaled * (1.0f + lumScaled / (avgLum.y*avgLum.y)))/(1.0f + lumScaled);
//cie.r = lumScaled;
color.rgb = color.rgb * (lumScaled / cieLum);
//color.rgb = FromCIE(cie);
return color;
}
float4 fragCurve(v2f i) : COLOR
{
float4 color = tex2D(_MainTex, i.uv);
float3 cie = ToCIE(color.rgb);
// Remap to new lum range
float newLum = tex2D(_Curve, float2(cie.r * _RangeScale, 0.5)).r;
cie.r = newLum;
color.rgb = FromCIE(cie);
return color;
}
float4 fragHable(v2f i) : COLOR
{
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;
const float W = 11.2;
float3 texColor = tex2D(_MainTex, i.uv).rgb;
texColor *= _ExposureAdjustment;
float ExposureBias = 2.0;
float3 x = ExposureBias*texColor;
float3 curr = ((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F;
x = W;
float3 whiteScale = 1.0f/(((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F);
float3 color = curr*whiteScale;
// float3 retColor = pow(color,1/2.2); // we have SRGB write enabled at this stage
return float4(color, 1.0);
}
// we are doing it on luminance here (better color preservation, but some other problems like very fast saturation)
float4 fragSimpleReinhard(v2f i) : COLOR
{
float4 texColor = tex2D(_MainTex, i.uv);
float lum = Luminance(texColor.rgb);
float lumTm = lum * _ExposureAdjustment;
float scale = lumTm / (1+lumTm);
return float4(texColor.rgb * scale / lum, texColor.a);
}
float4 fragOptimizedHejiDawson(v2f i) : COLOR
{
float4 texColor = tex2D(_MainTex, i.uv );
texColor *= _ExposureAdjustment;
float4 X = max(float4(0.0,0.0,0.0,0.0), texColor-0.004);
float4 retColor = (X*(6.2*X+.5))/(X*(6.2*X+1.7)+0.06);
return retColor*retColor;
}
float4 fragPhotographic(v2f i) : COLOR
{
float4 texColor = tex2D(_MainTex, i.uv);
return 1-exp2(-_ExposureAdjustment * texColor);
}
float4 fragDownsample(v2f i) : COLOR
{
float4 tapA = tex2D(_MainTex, i.uv + _MainTex_TexelSize * 0.5);
float4 tapB = tex2D(_MainTex, i.uv - _MainTex_TexelSize * 0.5);
float4 tapC = tex2D(_MainTex, i.uv + _MainTex_TexelSize * float2(0.5,-0.5));
float4 tapD = tex2D(_MainTex, i.uv - _MainTex_TexelSize * float2(0.5,-0.5));
float4 average = (tapA+tapB+tapC+tapD)/4;
average.y = max(max(tapA.y,tapB.y), max(tapC.y,tapD.y));
return average;
}
ENDCG
Subshader {
// adaptive reinhhard apply
Pass {
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
CGPROGRAM
#pragma fragmentoption ARB_precision_hint_fastest
#pragma vertex vert
#pragma fragment fragAdaptive
ENDCG
}
Pass {
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
CGPROGRAM
#pragma fragmentoption ARB_precision_hint_fastest
#pragma vertex vert
#pragma fragment fragLog
ENDCG
}
Pass {
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma fragmentoption ARB_precision_hint_fastest
#pragma vertex vert
#pragma fragment fragExp
ENDCG
}
Pass {
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
CGPROGRAM
#pragma fragmentoption ARB_precision_hint_fastest
#pragma vertex vert
#pragma fragment fragExpNoBlend
ENDCG
}
// 4 user controllable tonemap curve
Pass {
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
CGPROGRAM
#pragma fragmentoption ARB_precision_hint_fastest
#pragma vertex vert
#pragma fragment fragCurve
ENDCG
}
// 5 tonemapping in uncharted
Pass {
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
CGPROGRAM
#pragma fragmentoption ARB_precision_hint_fastest
#pragma vertex vert
#pragma fragment fragHable
ENDCG
}
// 6 simple tonemapping based reinhard
Pass {
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
CGPROGRAM
#pragma fragmentoption ARB_precision_hint_fastest
#pragma vertex vert
#pragma fragment fragSimpleReinhard
ENDCG
}
// 7 OptimizedHejiDawson
Pass {
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
CGPROGRAM
#pragma fragmentoption ARB_precision_hint_fastest
#pragma vertex vert
#pragma fragment fragOptimizedHejiDawson
ENDCG
}
// 8 Photographic
Pass {
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
CGPROGRAM
#pragma fragmentoption ARB_precision_hint_fastest
#pragma vertex vert
#pragma fragment fragPhotographic
ENDCG
}
// 9 Downsample with auto white detection
Pass {
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
CGPROGRAM
#pragma fragmentoption ARB_precision_hint_fastest
#pragma vertex vert
#pragma fragment fragDownsample
ENDCG
}
// 10 adaptive reinhhard apply with auto white
Pass {
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
CGPROGRAM
#pragma fragmentoption ARB_precision_hint_fastest
#pragma vertex vert
#pragma fragment fragAdaptiveAutoWhite
ENDCG
}
}
Fallback off
} // shader