Finalize shaper implementation. Refactor color grading functions.

Signed-off-by: rbarrand <rbarrand@amazon.com>
This commit is contained in:
rbarrand
2021-10-11 19:19:17 -07:00
parent b00ee3ff75
commit 8a8b74a6e9
8 changed files with 196 additions and 261 deletions
@@ -73,7 +73,7 @@
},
{
"Name": "m_colorGradingPreSaturation",
"Value": 1.0 // -100 ... 100
"Value": 1.0 // 0 ... 2
},
{
"Name": "m_colorFilterIntensity",
@@ -101,7 +101,7 @@
},
{
"Name": "m_colorGradingPostSaturation",
"Value": 1.0 // -100 ... 100
"Value": 1.0 // 0 ... 2
},
{
"Name": "m_smhShadowsStart",
@@ -0,0 +1,129 @@
/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#pragma once
#include <Atom/RPI/Math.azsli>
#include <Atom/Features/ColorManagement/TransformColor.azsli>
#include <Atom/Features/PostProcessing/AcesColorSpaceConversion.azsli>
#include <3rdParty/Features/PostProcessing/PSstyleColorBlends_Separable.azsli>
#include <3rdParty/Features/PostProcessing/PSstyleColorBlends_NonSeparable.azsli>
#include <3rdParty/Features/PostProcessing/KelvinToRgb.azsli>
static const float FloatEpsilon = 1.192092896e-07; // 1.0 + FloatEpsilon != 1.0, smallest positive float
static const float FloatMin = FLOAT_32_MIN; // Min float number that is positive
static const float FloatMax = FLOAT_32_MAX; // Max float number representable
static const float AcesCcMidGrey = 0.4135884;
float SaturateWithEpsilon(float value)
{
return clamp(value, FloatEpsilon, 1.0f);
}
// Below are the color grading functions. These expect the frame color to be in ACEScg space.
// Note that some functions may have some quirks in their implementation and is subject to change.
float3 ColorGradePostExposure (float3 frameColor, float exposure)
{
frameColor *= pow(2.0f, exposure);
return frameColor;
}
// The contrast equation is performed in ACEScc (logarithmic) color space.
float3 ColorGradingContrast (float3 frameColor, float midgrey, float amount)
{
const float contrastAdjustment = amount * 0.01f + 1.0f;
frameColor = TransformColor(frameColor.rgb, ColorSpaceId::ACEScg, ColorSpaceId::ACEScc);
frameColor = (frameColor - midgrey) * contrastAdjustment + midgrey;
return frameColor = TransformColor(frameColor.rgb, ColorSpaceId::ACEScc, ColorSpaceId::ACEScg);
}
// The swatchColor param expects a linear RGB value.
float3 ColorGradeColorFilter (float3 frameColor, float3 swatchColor, float alpha, float colorFilterIntensity)
{
swatchColor = TransformColor(swatchColor, ColorSpaceId::LinearSRGB, ColorSpaceId::ACEScg);
swatchColor *= pow(2.0f, colorFilterIntensity);
const float3 frameAdjust = frameColor * swatchColor;
return frameColor = lerp(frameColor, frameAdjust, alpha);
}
float3 ColorGradeHueShift (float3 frameColor, float amount)
{
float3 frameHsv = RgbToHsv(frameColor);
const float hue = frameHsv.x + amount;
frameHsv.x = RotateHue(hue, 0.0, 1.0);
return HsvToRgb(frameHsv);
}
float3 ColorGradeSaturation (float3 frameColor, float control)
{
const float vLuminance = CalculateLuminance(frameColor, ColorSpaceId::ACEScg);
return (frameColor - vLuminance) * control + vLuminance;
}
float3 ColorGradeKelvinColorTemp(float3 frameColor, float kelvin)
{
const float3 kColor = TransformColor(KelvinToRgb(kelvin), ColorSpaceId::LinearSRGB, ColorSpaceId::ACEScg);
const float luminance = CalculateLuminance(frameColor, ColorSpaceId::ACEScg);
const float3 resHsl = RgbToHsl(frameColor.rgb * kColor.rgb); // Apply Kelvin color and convert to HSL
return HslToRgb(float3(resHsl.xy, luminance)); // Preserve luminance
}
// pow(f, e) won't work if f is negative, or may cause inf/NAN.
float3 NoNanPow(float3 base, float3 power)
{
return pow(max(abs(base), float3(FloatEpsilon, FloatEpsilon, FloatEpsilon)), power);
}
float3 ColorGradeSplitTone (
float3 frameColor,
float balance,
float weight,
float3 splitToneShadowsColor,
float3 splitToneHighlightsColor)
{
float3 frameSplitTone = NoNanPow(frameColor, 1.0 / 2.2);
const float t = SaturateWithEpsilon(CalculateLuminance(SaturateWithEpsilon(frameSplitTone), ColorSpaceId::ACEScg) + balance);
const float3 shadows = lerp(0.5, splitToneShadowsColor, 1.0 - t);
const float3 highlights = lerp(0.5, splitToneHighlightsColor, t);
frameSplitTone = BlendMode_SoftLight(frameSplitTone, shadows);
frameSplitTone = BlendMode_SoftLight(frameSplitTone, highlights);
frameSplitTone = NoNanPow(frameSplitTone, 2.2);
return lerp(frameColor.rgb, frameSplitTone.rgb, weight);
}
float3 ColorGradeChannelMixer (
float3 frameColor,
float3 channelMixingRed,
float3 channelMixingGreen,
float3 channelMixingBlue)
{
return mul(float3x3(channelMixingRed,
channelMixingGreen,
channelMixingBlue),
frameColor);
}
float3 ColorGradeShadowsMidtonesHighlights (float3 frameColor, float shadowsStart, float shadowsEnd,
float highlightsStart, float highlightsEnd, float weight,
float4 shadowsColor, float4 midtonesColor, float4 highlightsColor)
{
const float3 shadowsColorACEScg = TransformColor(shadowsColor.rgb, ColorSpaceId::LinearSRGB, ColorSpaceId::ACEScg);
const float3 midtonesColorACEScg = TransformColor(midtonesColor.rgb, ColorSpaceId::LinearSRGB, ColorSpaceId::ACEScg);
const float3 highlightsColorACEScg = TransformColor(highlightsColor.rgb, ColorSpaceId::LinearSRGB, ColorSpaceId::ACEScg);
const float cLuminance = CalculateLuminance(frameColor, ColorSpaceId::ACEScg);
const float shadowsWeight = 1.0 - smoothstep(shadowsStart, shadowsEnd, cLuminance);
const float highlightsWeight = smoothstep(highlightsStart, highlightsEnd, cLuminance);
const float midtonesWeight = 1.0 - shadowsWeight - highlightsWeight;
const float3 frameSmh = frameColor * shadowsColorACEScg * shadowsWeight +
frameColor * midtonesColorACEScg * midtonesWeight +
frameColor * highlightsColorACEScg * highlightsWeight;
return lerp(frameColor.rgb, frameSmh.rgb, weight);
}
@@ -14,31 +14,15 @@
#include <Atom/Features/PostProcessing/FullscreenVertex.azsli>
#include <Atom/Features/ColorManagement/TransformColor.azsli>
#include <Atom/Features/PostProcessing/Aces.azsli>
#include <Atom/Features/PostProcessing/Shapers.azsli>
#include <Atom/Features/PostProcessing/AcesColorSpaceConversion.azsli>
#include <3rdParty/Features/PostProcessing/PSstyleColorBlends_Separable.azsli>
#include <3rdParty/Features/PostProcessing/PSstyleColorBlends_NonSeparable.azsli>
#include <3rdParty/Features/PostProcessing/KelvinToRgb.azsli>
static const float FloatEpsilon = 1.192092896e-07; // 1.0 + FloatEpsilon != 1.0, smallest positive float
static const float FloatMin = FLOAT_32_MIN; // Min float number that is positive
static const float FloatMax = FLOAT_32_MAX; // Max float number representable
static const float AcesCcMidGrey = 0.4135884;
#include <Atom/Features/PostProcessing/HDRColorGradingCommon.azsl>
float3 convert2Dto3DLutCoords(float2 uv, float width, float height)
{
//uint adjustedU = uv.x * (height-1)*(height-1);
//uint2 adjustedUv = uint2(uv.x * height*height, uv.y * (height-1));
//uint3 coords = uint3(adjustedUv.x%height, adjustedUv.y, adjustedU/(height-1));
//float3 coords = float3(clamp(((adjustedUv.x-1)%height+1), 0, height), adjustedUv.y, (int)(adjustedUv.x/height));
float2 adjustedUv = float2(uv.x * height*height, uv.y * height);
float3 coords = float3(adjustedUv.x%height, uv.x*height, adjustedUv.y);
float2 adjustedUv = float2(uv.x * width, uv.y * height);
float3 coords = float3(adjustedUv.x%height, 0.5 + int(adjustedUv.x/height), adjustedUv.y);
return coords/height;
//return float3(uv.x, uv.x, uv.y);
}
enum class LutResolution
@@ -111,110 +95,27 @@ ShaderResourceGroup PassSrg : SRG_PerPass_WithFallback
float4 m_smhHighlightsColor;
}
float SaturateWithEpsilon(float value)
float3 ColorGrade(float3 linearColor)
{
return clamp(value, FloatEpsilon, 1.0f);
}
// Below are the color grading functions. These expect the frame color to be in ACEScg space.
// Note that some functions may have some quirks in their implementation and is subject to change.
float3 ColorGradePostExposure (float3 frameColor, float exposure)
{
frameColor *= pow(2.0f, exposure);
return frameColor;
}
// The contrast equation is performed in ACEScc (logarithmic) color space.
float3 ColorGradingContrast (float3 frameColor, float midgrey, float amount)
{
const float contrastAdjustment = amount * 0.01f + 1.0f;
frameColor = TransformColor(frameColor.rgb, ColorSpaceId::ACEScg, ColorSpaceId::ACEScc);
frameColor = (frameColor - midgrey) * contrastAdjustment + midgrey;
return frameColor = TransformColor(frameColor.rgb, ColorSpaceId::ACEScc, ColorSpaceId::ACEScg);
}
// The swatchColor param expects a linear RGB value.
float3 ColorGradeColorFilter (float3 frameColor, float3 swatchColor, float alpha)
{
swatchColor = TransformColor(swatchColor, ColorSpaceId::LinearSRGB, ColorSpaceId::ACEScg);
swatchColor *= pow(2.0f, PassSrg::m_colorFilterIntensity);
const float3 frameAdjust = frameColor * swatchColor;
return frameColor = lerp(frameColor, frameAdjust, alpha);
}
float3 ColorGradeHueShift (float3 frameColor, float amount)
{
float3 frameHsv = RgbToHsv(frameColor);
const float hue = frameHsv.x + amount;
frameHsv.x = RotateHue(hue, 0.0, 1.0);
return HsvToRgb(frameHsv);
}
float3 ColorGradeSaturation (float3 frameColor, float control)
{
const float vLuminance = CalculateLuminance(frameColor, ColorSpaceId::LinearSRGB);
//const float vLuminance = CalculateLuminance(frameColor, ColorSpaceId::ACEScg);
return (frameColor - vLuminance) * control + vLuminance;
}
float3 ColorGradeKelvinColorTemp(float3 frameColor, float kelvin)
{
const float3 kColor = TransformColor(KelvinToRgb(kelvin), ColorSpaceId::LinearSRGB, ColorSpaceId::ACEScg);
const float luminance = CalculateLuminance(frameColor, ColorSpaceId::ACEScg);
const float3 resHsl = RgbToHsl(frameColor.rgb * kColor.rgb); // Apply Kelvin color and convert to HSL
return HslToRgb(float3(resHsl.xy, luminance)); // Preserve luminance
}
// pow(f, e) won't work if f is negative, or may cause inf/NAN.
float3 NoNanPow(float3 base, float3 power)
{
return pow(max(abs(base), float3(FloatEpsilon, FloatEpsilon, FloatEpsilon)), power);
}
float3 ColorGradeSplitTone (float3 frameColor, float balance, float weight)
{
float3 frameSplitTone = NoNanPow(frameColor, 1.0 / 2.2);
const float t = SaturateWithEpsilon(CalculateLuminance(SaturateWithEpsilon(frameSplitTone), ColorSpaceId::ACEScg) + balance);
const float3 shadows = lerp(0.5, PassSrg::m_splitToneShadowsColor.rgb, 1.0 - t);
const float3 highlights = lerp(0.5, PassSrg::m_splitToneHighlightsColor.rgb, t);
frameSplitTone = BlendMode_SoftLight(frameSplitTone, shadows);
frameSplitTone = BlendMode_SoftLight(frameSplitTone, highlights);
frameSplitTone = NoNanPow(frameSplitTone, 2.2);
return lerp(frameColor.rgb, frameSplitTone.rgb, weight);
}
float3 ColorGradeChannelMixer (float3 frameColor)
{
return mul(float3x3(PassSrg::m_channelMixingRed.rgb,
PassSrg::m_channelMixingGreen.rgb,
PassSrg::m_channelMixingBlue.rgb),
frameColor);
}
float3 ColorGradeShadowsMidtonesHighlights (float3 frameColor, float shadowsStart, float shadowsEnd,
float highlightsStart, float highlightsEnd, float weight,
float4 shadowsColor, float4 midtonesColor, float4 highlightsColor)
{
const float3 shadowsColorACEScg = TransformColor(shadowsColor.rgb, ColorSpaceId::LinearSRGB, ColorSpaceId::ACEScg);
const float3 midtonesColorACEScg = TransformColor(midtonesColor.rgb, ColorSpaceId::LinearSRGB, ColorSpaceId::ACEScg);
const float3 highlightsColorACEScg = TransformColor(highlightsColor.rgb, ColorSpaceId::LinearSRGB, ColorSpaceId::ACEScg);
const float cLuminance = CalculateLuminance(frameColor, ColorSpaceId::ACEScg);
const float shadowsWeight = 1.0 - smoothstep(shadowsStart, shadowsEnd, cLuminance);
const float highlightsWeight = smoothstep(highlightsStart, highlightsEnd, cLuminance);
const float midtonesWeight = 1.0 - shadowsWeight - highlightsWeight;
const float3 frameSmh = frameColor * shadowsColorACEScg * shadowsWeight +
frameColor * midtonesColorACEScg * midtonesWeight +
frameColor * highlightsColorACEScg * highlightsWeight;
return lerp(frameColor.rgb, frameSmh.rgb, weight);
}
float3 ColorGrade(float3 frameColor)
{
frameColor = ColorGradeSaturation(frameColor, PassSrg::m_colorGradingPreSaturation);
frameColor = ColorGradeSaturation(frameColor, PassSrg::m_colorGradingPostSaturation);
return frameColor.rgb;
float3 color = TransformColor(linearColor, ColorSpaceId::LinearSRGB, ColorSpaceId::ACEScg);
color = ColorGradePostExposure(color, PassSrg::m_colorGradingExposure);
color = ColorGradeKelvinColorTemp(color, PassSrg::m_whiteBalanceKelvin);
color = ColorGradingContrast(color, AcesCcMidGrey, PassSrg::m_colorGradingContrast);
color = ColorGradeColorFilter(color, PassSrg::m_colorFilterSwatch.rgb,
PassSrg::m_colorFilterMultiply, PassSrg::m_colorFilterIntensity);
color = max(color, 0.0);
color = ColorGradeSaturation(color, PassSrg::m_colorGradingPreSaturation);
color = ColorGradeSplitTone(color, PassSrg::m_splitToneBalance, PassSrg::m_splitToneWeight,
PassSrg::m_splitToneShadowsColor, PassSrg::m_splitToneHighlightsColor);
color = ColorGradeChannelMixer(color, PassSrg::m_channelMixingRed, PassSrg::m_channelMixingGreen, PassSrg::m_channelMixingBlue);
color = max(color, 0.0);
color = ColorGradeShadowsMidtonesHighlights(color, PassSrg::m_smhShadowsStart, PassSrg::m_smhShadowsEnd,
PassSrg::m_smhHighlightsStart, PassSrg::m_smhHighlightsEnd, PassSrg::m_smhWeight,
PassSrg::m_smhShadowsColor, PassSrg::m_smhMidtonesColor, PassSrg::m_smhHighlightsColor);
color = ColorGradeHueShift(color, PassSrg::m_colorGradingHueShift);
color = ColorGradeSaturation(color, PassSrg::m_colorGradingPostSaturation);
color = TransformColor(color, ColorSpaceId::ACEScg, ColorSpaceId::LinearSRGB);
return max(color.rgb, 0.0);
}
struct PSOutput
@@ -222,11 +123,6 @@ struct PSOutput
float4 m_lutOutput : SV_Target0;
};
float3 InverseGamma(float3 color)
{
return pow(color, 2.2);
}
float3 GetSourceLutLinearColor(float3 baseColor, Texture3D<float4> sourceLut, ShaperType shaperType, float shaperBias, float shaperScale)
{
// Convert from reference linearColor to the lutCoordinate for this Lut
@@ -239,7 +135,7 @@ float3 GetSourceLutLinearColor(float3 baseColor, Texture3D<float4> sourceLut, Sh
float3 coordScale = (outputDimensions - 1.0) / outputDimensions;
lutCoord = (lutCoord * coordScale) + coordBias;
float3 lutColor = sourceLut.SampleLevel(PassSrg::PointSampler, lutCoord, 0).rgb;
float3 lutColor = sourceLut.SampleLevel(PassSrg::LinearSampler, lutCoord, 0).rgb;
// Convert to linear
float3 linearColor = ShaperToLinear(lutColor, shaperType, shaperBias, shaperScale);
return linearColor;
@@ -251,7 +147,6 @@ PSOutput MainPS(VSOutput IN)
PSOutput OUT;
uint3 lutDimensions;
float3 baseCoords = float3(0.0, 0.0, 0.0);
float3 lutColor = float3(0.0, 0.0, 0.0);
LutResolution lutRes = (LutResolution)PassSrg::m_lutResolution;
@@ -259,9 +154,9 @@ PSOutput MainPS(VSOutput IN)
{
case LutResolution::Lut16x16x16:
{
// This seems correct.
baseCoords = convert2Dto3DLutCoords(IN.m_texCoord, 256, 16);
lutColor = PassSrg::m_identityLut16x16x16.Sample(PassSrg::PointSampler, baseCoords, 0.0).rgb;
//lutColor = TransformColor(lutColor, ColorSpaceId::LinearSRGB, ColorSpaceId::ACEScg);
break;
}
case LutResolution::Lut32x32x32:
@@ -272,16 +167,27 @@ PSOutput MainPS(VSOutput IN)
}
case LutResolution::Lut64x64x64:
{
// This doesn't look right.
baseCoords = convert2Dto3DLutCoords(IN.m_texCoord, 4096, 64);
lutColor = PassSrg::m_identityLut64x64x64.Sample(PassSrg::PointSampler, baseCoords, 0.0).rgb;
float3 baseColor = ShaperToLinear(baseCoords, shaperType, PassSrg::m_shaperBias, PassSrg::m_shaperScale);
//lutColor = PassSrg::m_identityLut64x64x64.Sample(PassSrg::PointSampler, baseCoords, 0.0).rgb;
lutColor = GetSourceLutLinearColor(
baseColor,
PassSrg::m_identityLut64x64x64,
shaperType,
PassSrg::m_shaperBias,
PassSrg::m_shaperScale
);
break;
}
}
//float3 lutColor = ShaperToLinear(baseCoords, shaperType, PassSrg::m_shaperBias, PassSrg::m_shaperScale);
float3 gradedColor = float4(ColorGrade(lutColor), 1.0);
//float3 finalColor = LinearToShaper(gradedColor, shaperType, PassSrg::m_shaperBias, PassSrg::m_shaperScale);
gradedColor = TransformColor(gradedColor, ColorSpaceId::LinearSRGB, ColorSpaceId::ACEScg);
OUT.m_lutOutput = float4(gradedColor, 1.0);
// color grade in linear sapce
float3 gradedColor = ColorGrade(lutColor);
float3 shapedColor = LinearToShaper(gradedColor, shaperType, PassSrg::m_shaperBias, PassSrg::m_shaperScale);
float3 clampedColor = saturate(gradedColor);
OUT.m_lutOutput = float4(clampedColor, 1.0);
return OUT;
}
@@ -12,18 +12,7 @@
#include <Atom/Features/PostProcessing/FullscreenPixelInfo.azsli>
#include <Atom/Features/PostProcessing/FullscreenVertex.azsli>
#include <Atom/Features/ColorManagement/TransformColor.azsli>
#include <Atom/Features/PostProcessing/AcesColorSpaceConversion.azsli>
#include <3rdParty/Features/PostProcessing/PSstyleColorBlends_Separable.azsli>
#include <3rdParty/Features/PostProcessing/PSstyleColorBlends_NonSeparable.azsli>
#include <3rdParty/Features/PostProcessing/KelvinToRgb.azsli>
static const float FloatEpsilon = 1.192092896e-07; // 1.0 + FloatEpsilon != 1.0, smallest positive float
static const float FloatMin = FLOAT_32_MIN; // Min float number that is positive
static const float FloatMax = FLOAT_32_MAX; // Max float number representable
static const float AcesCcMidGrey = 0.4135884;
#include <Atom/Features/PostProcessing/HDRColorGradingCommon.azsl>
ShaderResourceGroup PassSrg : SRG_PerPass_WithFallback
{
@@ -71,122 +60,26 @@ ShaderResourceGroup PassSrg : SRG_PerPass_WithFallback
float4 m_smhHighlightsColor;
}
float SaturateWithEpsilon(float value)
{
return clamp(value, FloatEpsilon, 1.0f);
}
// Below are the color grading functions. These expect the frame color to be in ACEScg space.
// Note that some functions may have some quirks in their implementation and is subject to change.
float3 ColorGradePostExposure (float3 frameColor, float exposure)
{
frameColor *= pow(2.0f, exposure);
return frameColor;
}
// The contrast equation is performed in ACEScc (logarithmic) color space.
float3 ColorGradingContrast (float3 frameColor, float midgrey, float amount)
{
const float contrastAdjustment = amount * 0.01f + 1.0f;
frameColor = TransformColor(frameColor.rgb, ColorSpaceId::ACEScg, ColorSpaceId::ACEScc);
frameColor = (frameColor - midgrey) * contrastAdjustment + midgrey;
return frameColor = TransformColor(frameColor.rgb, ColorSpaceId::ACEScc, ColorSpaceId::ACEScg);
}
// The swatchColor param expects a linear RGB value.
float3 ColorGradeColorFilter (float3 frameColor, float3 swatchColor, float alpha)
{
swatchColor = TransformColor(swatchColor, ColorSpaceId::LinearSRGB, ColorSpaceId::ACEScg);
swatchColor *= pow(2.0f, PassSrg::m_colorFilterIntensity);
const float3 frameAdjust = frameColor * swatchColor;
return frameColor = lerp(frameColor, frameAdjust, alpha);
}
float3 ColorGradeHueShift (float3 frameColor, float amount)
{
float3 frameHsv = RgbToHsv(frameColor);
const float hue = frameHsv.x + amount;
frameHsv.x = RotateHue(hue, 0.0, 1.0);
return HsvToRgb(frameHsv);
}
float3 ColorGradeSaturation (float3 frameColor, float control)
{
const float vLuminance = CalculateLuminance(frameColor, ColorSpaceId::ACEScg);
return (frameColor - vLuminance) * control + vLuminance;
}
float3 ColorGradeKelvinColorTemp(float3 frameColor, float kelvin)
{
const float3 kColor = TransformColor(KelvinToRgb(kelvin), ColorSpaceId::LinearSRGB, ColorSpaceId::ACEScg);
const float luminance = CalculateLuminance(frameColor, ColorSpaceId::ACEScg);
const float3 resHsl = RgbToHsl(frameColor.rgb * kColor.rgb); // Apply Kelvin color and convert to HSL
return HslToRgb(float3(resHsl.xy, luminance)); // Preserve luminance
}
// pow(f, e) won't work if f is negative, or may cause inf/NAN.
float3 NoNanPow(float3 base, float3 power)
{
return pow(max(abs(base), float3(FloatEpsilon, FloatEpsilon, FloatEpsilon)), power);
}
float3 ColorGradeSplitTone (float3 frameColor, float balance, float weight)
{
float3 frameSplitTone = NoNanPow(frameColor, 1.0 / 2.2);
const float t = SaturateWithEpsilon(CalculateLuminance(SaturateWithEpsilon(frameSplitTone), ColorSpaceId::ACEScg) + balance);
const float3 shadows = lerp(0.5, PassSrg::m_splitToneShadowsColor.rgb, 1.0 - t);
const float3 highlights = lerp(0.5, PassSrg::m_splitToneHighlightsColor.rgb, t);
frameSplitTone = BlendMode_SoftLight(frameSplitTone, shadows);
frameSplitTone = BlendMode_SoftLight(frameSplitTone, highlights);
frameSplitTone = NoNanPow(frameSplitTone, 2.2);
return lerp(frameColor.rgb, frameSplitTone.rgb, weight);
}
float3 ColorGradeChannelMixer (float3 frameColor)
{
return mul(float3x3(PassSrg::m_channelMixingRed.rgb,
PassSrg::m_channelMixingGreen.rgb,
PassSrg::m_channelMixingBlue.rgb),
frameColor);
}
float3 ColorGradeShadowsMidtonesHighlights (float3 frameColor, float shadowsStart, float shadowsEnd,
float highlightsStart, float highlightsEnd, float weight,
float4 shadowsColor, float4 midtonesColor, float4 highlightsColor)
{
const float3 shadowsColorACEScg = TransformColor(shadowsColor.rgb, ColorSpaceId::LinearSRGB, ColorSpaceId::ACEScg);
const float3 midtonesColorACEScg = TransformColor(midtonesColor.rgb, ColorSpaceId::LinearSRGB, ColorSpaceId::ACEScg);
const float3 highlightsColorACEScg = TransformColor(highlightsColor.rgb, ColorSpaceId::LinearSRGB, ColorSpaceId::ACEScg);
const float cLuminance = CalculateLuminance(frameColor, ColorSpaceId::ACEScg);
const float shadowsWeight = 1.0 - smoothstep(shadowsStart, shadowsEnd, cLuminance);
const float highlightsWeight = smoothstep(highlightsStart, highlightsEnd, cLuminance);
const float midtonesWeight = 1.0 - shadowsWeight - highlightsWeight;
const float3 frameSmh = frameColor * shadowsColorACEScg * shadowsWeight +
frameColor * midtonesColorACEScg * midtonesWeight +
frameColor * highlightsColorACEScg * highlightsWeight;
return lerp(frameColor.rgb, frameSmh.rgb, weight);
}
float3 ColorGrade (float3 frameColor)
// perform color grading in ACEScg space
float3 ColorGrade(float3 frameColor)
{
frameColor = ColorGradePostExposure(frameColor, PassSrg::m_colorGradingExposure);
frameColor = ColorGradeKelvinColorTemp(frameColor, PassSrg::m_whiteBalanceKelvin);
frameColor = ColorGradingContrast(frameColor, AcesCcMidGrey, PassSrg::m_colorGradingContrast);
frameColor = ColorGradeColorFilter(frameColor, PassSrg::m_colorFilterSwatch.rgb,
PassSrg::m_colorFilterMultiply);
PassSrg::m_colorFilterMultiply, PassSrg::m_colorFilterIntensity);
frameColor = max(frameColor, 0.0);
frameColor = ColorGradeSaturation(frameColor, PassSrg::m_colorGradingPreSaturation);
frameColor = ColorGradeSplitTone(frameColor, PassSrg::m_splitToneBalance, PassSrg::m_splitToneWeight);
frameColor = ColorGradeChannelMixer(frameColor);
frameColor = ColorGradeSplitTone(frameColor, PassSrg::m_splitToneBalance, PassSrg::m_splitToneWeight,
PassSrg::m_splitToneShadowsColor, PassSrg::m_splitToneHighlightsColor);
frameColor = ColorGradeChannelMixer(frameColor, PassSrg::m_channelMixingRed, PassSrg::m_channelMixingGreen, PassSrg::m_channelMixingBlue);
frameColor = max(frameColor, 0.0);
frameColor = ColorGradeShadowsMidtonesHighlights(frameColor, PassSrg::m_smhShadowsStart, PassSrg::m_smhShadowsEnd,
PassSrg::m_smhHighlightsStart, PassSrg::m_smhHighlightsEnd, PassSrg::m_smhWeight,
PassSrg::m_smhShadowsColor, PassSrg::m_smhMidtonesColor, PassSrg::m_smhHighlightsColor);
frameColor = ColorGradeHueShift(frameColor, PassSrg::m_colorGradingHueShift);
frameColor = ColorGradeSaturation(frameColor, PassSrg::m_colorGradingPostSaturation);
return frameColor.rgb;
return max(frameColor.rgb, 0.0);
}
PSOutput MainPS(VSOutput IN)
@@ -6,8 +6,6 @@
*
*/
#pragma optimize("", off)
#include <ColorGrading/LutGenerationPass.h>
#include <Atom/Feature/ACES/AcesDisplayMapperFeatureProcessor.h>
@@ -121,5 +119,3 @@ namespace AZ
} // namespace Render
} // namespace AZ
#pragma optimize("", on)
@@ -20,6 +20,7 @@ namespace AZ
{
namespace Render
{
// Performs color grading on an identity LUT strip
class LutGenerationPass
: public AZ::Render::HDRColorGradingPass
{
@@ -58,12 +59,11 @@ namespace AZ
"m_identityLut16x16x16",
"m_identityLut32x32x32",
"m_identityLut64x64x64" };
RHI::ShaderInputNameIndex m_lutResolutionIndex = "m_lutResolution";
RHI::ShaderInputNameIndex m_lutShaperTypeIndex = "m_shaperType";
RHI::ShaderInputNameIndex m_lutShaperBiasIndex = "m_shaperBias";
RHI::ShaderInputNameIndex m_lutShaperScaleIndex = "m_shaperScale";
bool m_isInitialized = false;
};
} // namespace Render
@@ -82,14 +82,14 @@
m_shaderResourceGroup->SetConstant(m_colorGradingExposureIndex, settings->GetColorGradingExposure());
m_shaderResourceGroup->SetConstant(m_colorGradingContrastIndex, settings->GetColorGradingContrast());
m_shaderResourceGroup->SetConstant(m_colorGradingHueShiftIndex, settings->GetColorGradingHueShift());
m_shaderResourceGroup->SetConstant(m_colorGradingPreSaturationIndex, settings->GetColorGradingPreSaturation());
m_shaderResourceGroup->SetConstant(m_colorGradingPreSaturationIndex, settings->GetColorGradingPreSaturation() * 0.01f + 1.0f);
m_shaderResourceGroup->SetConstant(m_colorFilterIntensityIndex, settings->GetColorGradingFilterIntensity());
m_shaderResourceGroup->SetConstant(m_colorFilterMultiplyIndex, settings->GetColorGradingFilterMultiply());
m_shaderResourceGroup->SetConstant(m_whiteBalanceKelvinIndex, settings->GetWhiteBalanceKelvin());
m_shaderResourceGroup->SetConstant(m_whiteBalanceTintIndex, settings->GetWhiteBalanceTint());
m_shaderResourceGroup->SetConstant(m_splitToneBalanceIndex, settings->GetSplitToneBalance());
m_shaderResourceGroup->SetConstant(m_splitToneWeightIndex, settings->GetSplitToneWeight());
m_shaderResourceGroup->SetConstant(m_colorGradingPostSaturationIndex, settings->GetColorGradingPostSaturation());
m_shaderResourceGroup->SetConstant(m_colorGradingPostSaturationIndex, settings->GetColorGradingPostSaturation() * 0.01f + 1.0f);
m_shaderResourceGroup->SetConstant(m_smhShadowsStartIndex, settings->GetSmhShadowsStart());
m_shaderResourceGroup->SetConstant(m_smhShadowsEndIndex, settings->GetSmhShadowsEnd());
m_shaderResourceGroup->SetConstant(m_smhHighlightsStartIndex, settings->GetSmhHighlightsStart());
@@ -185,6 +185,13 @@ namespace AZ
const char* LutAttachment = "LutOutput";
const AZStd::vector<AZStd::string> LutGenerationPassHierarchy{ "LutGenerationPass" };
char resolvedOutputFilePath[AZ_MAX_PATH_LEN] = { 0 };
AZ::IO::FileIOBase::GetDirectInstance()->ResolvePath(m_currentTiffFilePath.c_str(), resolvedOutputFilePath, AZ_MAX_PATH_LEN);
AZStd::string lutGenerationCacheFolder;
AzFramework::StringFunc::Path::GetFolderPath(resolvedOutputFilePath, lutGenerationCacheFolder);
AZ::IO::SystemFile::CreateDir(lutGenerationCacheFolder.c_str());
// capture frame
AZ::Render::FrameCaptureNotificationBus::Handler::BusConnect();
@@ -208,6 +215,10 @@ namespace AZ
char resolvedOutputFilePath[AZ_MAX_PATH_LEN] = { 0 };
AZ::IO::FileIOBase::GetDirectInstance()->ResolvePath(m_currentLutFilePath.c_str(), resolvedOutputFilePath, AZ_MAX_PATH_LEN);
AZStd::string lutGenerationFolder;
AzFramework::StringFunc::Path::GetFolderPath(resolvedOutputFilePath, lutGenerationFolder);
AZ::IO::SystemFile::CreateDir(lutGenerationFolder.c_str());
AZStd::vector<AZStd::string_view> pythonArgs
{
"--i", resolvedInputFilePath,