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103 lines
3.3 KiB
Plaintext
103 lines
3.3 KiB
Plaintext
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#include <viewsrg.srgi>
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#include <Atom/Features/PostProcessing/Aces.azsli>
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#include <Atom/Features/PostProcessing/FullscreenPixelInfo.azsli>
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#include <Atom/Features/PostProcessing/FullscreenVertex.azsli>
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#include <Atom/Features/PostProcessing/PostProcessUtil.azsli>
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#include "EyeAdaptationUtil.azsli"
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ShaderResourceGroup PassSrg : SRG_PerPass_WithFallback
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{
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Texture2D<float4> m_framebuffer;
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Sampler LinearSampler
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{
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MinFilter = Linear;
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MagFilter = Linear;
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MipFilter = Linear;
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AddressU = Clamp;
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AddressV = Clamp;
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AddressW = Clamp;
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};
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// These parameters contain exposure control parameters.
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StructuredBuffer<EyeAdaptation> m_eyeAdaptation;
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Texture3D<float4> m_gradingLut;
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int m_shaperType;
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float m_shaperBias;
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float m_shaperScale;
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}
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// Option shader variable to enable the exposure control feature.
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option bool o_enableExposureControlFeature = false;
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// Option shader variable to enable color grading LUT.
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option bool o_enableColorGradingLut = false;
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PSOutput MainPS(VSOutput IN)
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{
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PSOutput OUT;
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// Fetch the pixel color from the input texture
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float3 color = PassSrg::m_framebuffer.Sample(PassSrg::LinearSampler, IN.m_texCoord).rgb;
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if (o_enableExposureControlFeature)
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{
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// Apply auto exposure
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color.rgb *= PassSrg::m_eyeAdaptation[0].m_exposureValue;
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// Apply manual exposure compensation
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color *= pow(2.0, ViewSrg::GetExposureValueCompensation());
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}
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// Apply color grading LUT
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ShaperType shaperType = (ShaperType)PassSrg::m_shaperType;
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if (o_enableColorGradingLut)
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{
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// Convert from working color space to lut coordinates by applying the shaper function
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float3 lutCoordinate = color;
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if (shaperType == ShaperType::ShaperLinear)
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{
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lutCoordinate = color * PassSrg::m_shaperScale + PassSrg::m_shaperBias;
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}
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else if (shaperType == ShaperType::ShaperLog2)
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{
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lutCoordinate = log2(color) * PassSrg::m_shaperScale + PassSrg::m_shaperBias;
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}
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// Adjust coordinate to the domain excluding the outer half texel in all directions
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uint3 outputDimensions;
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PassSrg::m_gradingLut.GetDimensions(outputDimensions.x, outputDimensions.y, outputDimensions.z);
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float3 coordBias = 0.5f / outputDimensions;
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float3 coordScale = (outputDimensions-1.0)/outputDimensions;
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lutCoordinate = (lutCoordinate * coordScale) + coordBias;
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float3 lutColor = PassSrg::m_gradingLut.Sample(PassSrg::LinearSampler, lutCoordinate).rgb;
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// Apply the inverse of the shaper function to give the color in the working color space
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float3 finalColor = lutColor;
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if (shaperType == ShaperType::ShaperLinear)
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{
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finalColor = (lutColor - PassSrg::m_shaperBias)/PassSrg::m_shaperScale;
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}
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else if (shaperType == ShaperType::ShaperLog2)
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{
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finalColor = pow(2.0, (lutColor - PassSrg::m_shaperBias)/PassSrg::m_shaperScale);
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}
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color = finalColor;
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}
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OUT.m_color.rgb = color;
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OUT.m_color.w = 1;
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return OUT;
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}
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