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o3de/Gems/Atom/Feature/Common/Assets/Shaders/PostProcessing/DisplayMapper.azsl

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/*
* 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
*
*/
//
// ACES implementation
// This implementation is partially ported from NVIDIA HDR sample.
// https://developer.nvidia.com/high-dynamic-range-display-development
//
#include <Atom/Features/SrgSemantics.azsli>
#include <Atom/Features/PostProcessing/FullscreenPixelInfo.azsli>
#include <Atom/Features/PostProcessing/FullscreenVertex.azsli>
#include <Atom/Features/PostProcessing/PostProcessUtil.azsli>
#include <Atom/Features/PostProcessing/Aces.azsli>
////////////////////////////////////////////////////////////////////////////////
ShaderResourceGroup PassSrg : SRG_PerPass
{
Texture2D<float4> m_framebuffer;
Sampler LinearSampler
{
MinFilter = Linear;
MagFilter = Linear;
MipFilter = Linear;
AddressU = Clamp;
AddressV = Clamp;
AddressW = Clamp;
};
// ACES spline parameters
SegmentedSplineParamsC9 m_acesSplineParams;
// Color transformation matrix from XYZ to the display's color primaries
row_major float3x3 m_XYZtoDisplayPrimaries;
// Reference white and black luminance values
float2 m_cinemaLimits;
// Bit flag for control the ODT shader behavior
int m_outputDisplayTransformFlags;
// The ODT output mode
int m_outputDisplayTransformMode;
// Gamma adjustment to be applied to compensate for the condition of the viewing environment.
// Note that ACES uses a value of 0.9811 for adjusting from dark to dim surrounding.
float m_surroundGamma;
// Optional gamma value that is applied as basic gamma curve OETF
float m_gamma;
}
////////////////////////////////////////////////////////////////////////////////
// A entry point of pixel shader.
PSOutput MainPS(VSOutput IN)
{
PSOutput OUT;
OutputTransformParameters outputTransformParams;
outputTransformParams.outputDisplayTransformFlags = PassSrg::m_outputDisplayTransformFlags;
outputTransformParams.outputDisplayTransformMode = PassSrg::m_outputDisplayTransformMode;
outputTransformParams.cinemaLimits = PassSrg::m_cinemaLimits;
outputTransformParams.acesSplineParams = PassSrg::m_acesSplineParams;
outputTransformParams.XYZtoDisplayPrimaries = PassSrg::m_XYZtoDisplayPrimaries;
outputTransformParams.surroundGamma = PassSrg::m_surroundGamma;
outputTransformParams.gamma = PassSrg::m_gamma;
float3 color = PassSrg::m_framebuffer.Sample(PassSrg::LinearSampler, IN.m_texCoord).rgb;
// Convert to ACEScg to ACES color space
float3 aces = mul(AP1ToAP0Mat, color.rgb);
float3 oces = ReferenceRenderingTransform(aces);
OUT.m_color.rgb = OutputDeviceTransform(oces, outputTransformParams);
OUT.m_color.w = 1;
return OUT;
}