ColorGradingComponent.cs
18.2 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
namespace UnityEngine.PostProcessing
{
using DebugMode = BuiltinDebugViewsModel.Mode;
public sealed class ColorGradingComponent : PostProcessingComponentRenderTexture<ColorGradingModel>
{
static class Uniforms
{
internal static readonly int _LutParams = Shader.PropertyToID("_LutParams");
internal static readonly int _NeutralTonemapperParams1 = Shader.PropertyToID("_NeutralTonemapperParams1");
internal static readonly int _NeutralTonemapperParams2 = Shader.PropertyToID("_NeutralTonemapperParams2");
internal static readonly int _HueShift = Shader.PropertyToID("_HueShift");
internal static readonly int _Saturation = Shader.PropertyToID("_Saturation");
internal static readonly int _Contrast = Shader.PropertyToID("_Contrast");
internal static readonly int _Balance = Shader.PropertyToID("_Balance");
internal static readonly int _Lift = Shader.PropertyToID("_Lift");
internal static readonly int _InvGamma = Shader.PropertyToID("_InvGamma");
internal static readonly int _Gain = Shader.PropertyToID("_Gain");
internal static readonly int _Slope = Shader.PropertyToID("_Slope");
internal static readonly int _Power = Shader.PropertyToID("_Power");
internal static readonly int _Offset = Shader.PropertyToID("_Offset");
internal static readonly int _ChannelMixerRed = Shader.PropertyToID("_ChannelMixerRed");
internal static readonly int _ChannelMixerGreen = Shader.PropertyToID("_ChannelMixerGreen");
internal static readonly int _ChannelMixerBlue = Shader.PropertyToID("_ChannelMixerBlue");
internal static readonly int _Curves = Shader.PropertyToID("_Curves");
internal static readonly int _LogLut = Shader.PropertyToID("_LogLut");
internal static readonly int _LogLut_Params = Shader.PropertyToID("_LogLut_Params");
internal static readonly int _ExposureEV = Shader.PropertyToID("_ExposureEV");
}
const int k_InternalLogLutSize = 32;
const int k_CurvePrecision = 128;
const float k_CurveStep = 1f / k_CurvePrecision;
Texture2D m_GradingCurves;
Color[] m_pixels = new Color[k_CurvePrecision * 2];
public override bool active
{
get
{
return model.enabled
&& !context.interrupted;
}
}
// An analytical model of chromaticity of the standard illuminant, by Judd et al.
// http://en.wikipedia.org/wiki/Standard_illuminant#Illuminant_series_D
// Slightly modifed to adjust it with the D65 white point (x=0.31271, y=0.32902).
float StandardIlluminantY(float x)
{
return 2.87f * x - 3f * x * x - 0.27509507f;
}
// CIE xy chromaticity to CAT02 LMS.
// http://en.wikipedia.org/wiki/LMS_color_space#CAT02
Vector3 CIExyToLMS(float x, float y)
{
float Y = 1f;
float X = Y * x / y;
float Z = Y * (1f - x - y) / y;
float L = 0.7328f * X + 0.4296f * Y - 0.1624f * Z;
float M = -0.7036f * X + 1.6975f * Y + 0.0061f * Z;
float S = 0.0030f * X + 0.0136f * Y + 0.9834f * Z;
return new Vector3(L, M, S);
}
Vector3 CalculateColorBalance(float temperature, float tint)
{
// Range ~[-1.8;1.8] ; using higher ranges is unsafe
float t1 = temperature / 55f;
float t2 = tint / 55f;
// Get the CIE xy chromaticity of the reference white point.
// Note: 0.31271 = x value on the D65 white point
float x = 0.31271f - t1 * (t1 < 0f ? 0.1f : 0.05f);
float y = StandardIlluminantY(x) + t2 * 0.05f;
// Calculate the coefficients in the LMS space.
var w1 = new Vector3(0.949237f, 1.03542f, 1.08728f); // D65 white point
var w2 = CIExyToLMS(x, y);
return new Vector3(w1.x / w2.x, w1.y / w2.y, w1.z / w2.z);
}
static Color NormalizeColor(Color c)
{
float sum = (c.r + c.g + c.b) / 3f;
if (Mathf.Approximately(sum, 0f))
return new Color(1f, 1f, 1f, c.a);
return new Color
{
r = c.r / sum,
g = c.g / sum,
b = c.b / sum,
a = c.a
};
}
static Vector3 ClampVector(Vector3 v, float min, float max)
{
return new Vector3(
Mathf.Clamp(v.x, min, max),
Mathf.Clamp(v.y, min, max),
Mathf.Clamp(v.z, min, max)
);
}
public static Vector3 GetLiftValue(Color lift)
{
const float kLiftScale = 0.1f;
var nLift = NormalizeColor(lift);
float avgLift = (nLift.r + nLift.g + nLift.b) / 3f;
// Getting some artifacts when going into the negatives using a very low offset (lift.a) with non ACES-tonemapping
float liftR = (nLift.r - avgLift) * kLiftScale + lift.a;
float liftG = (nLift.g - avgLift) * kLiftScale + lift.a;
float liftB = (nLift.b - avgLift) * kLiftScale + lift.a;
return ClampVector(new Vector3(liftR, liftG, liftB), -1f, 1f);
}
public static Vector3 GetGammaValue(Color gamma)
{
const float kGammaScale = 0.5f;
const float kMinGamma = 0.01f;
var nGamma = NormalizeColor(gamma);
float avgGamma = (nGamma.r + nGamma.g + nGamma.b) / 3f;
gamma.a *= gamma.a < 0f ? 0.8f : 5f;
float gammaR = Mathf.Pow(2f, (nGamma.r - avgGamma) * kGammaScale) + gamma.a;
float gammaG = Mathf.Pow(2f, (nGamma.g - avgGamma) * kGammaScale) + gamma.a;
float gammaB = Mathf.Pow(2f, (nGamma.b - avgGamma) * kGammaScale) + gamma.a;
float invGammaR = 1f / Mathf.Max(kMinGamma, gammaR);
float invGammaG = 1f / Mathf.Max(kMinGamma, gammaG);
float invGammaB = 1f / Mathf.Max(kMinGamma, gammaB);
return ClampVector(new Vector3(invGammaR, invGammaG, invGammaB), 0f, 5f);
}
public static Vector3 GetGainValue(Color gain)
{
const float kGainScale = 0.5f;
var nGain = NormalizeColor(gain);
float avgGain = (nGain.r + nGain.g + nGain.b) / 3f;
gain.a *= gain.a > 0f ? 3f : 1f;
float gainR = Mathf.Pow(2f, (nGain.r - avgGain) * kGainScale) + gain.a;
float gainG = Mathf.Pow(2f, (nGain.g - avgGain) * kGainScale) + gain.a;
float gainB = Mathf.Pow(2f, (nGain.b - avgGain) * kGainScale) + gain.a;
return ClampVector(new Vector3(gainR, gainG, gainB), 0f, 4f);
}
public static void CalculateLiftGammaGain(Color lift, Color gamma, Color gain, out Vector3 outLift, out Vector3 outGamma, out Vector3 outGain)
{
outLift = GetLiftValue(lift);
outGamma = GetGammaValue(gamma);
outGain = GetGainValue(gain);
}
public static Vector3 GetSlopeValue(Color slope)
{
const float kSlopeScale = 0.1f;
var nSlope = NormalizeColor(slope);
float avgSlope = (nSlope.r + nSlope.g + nSlope.b) / 3f;
slope.a *= 0.5f;
float slopeR = (nSlope.r - avgSlope) * kSlopeScale + slope.a + 1f;
float slopeG = (nSlope.g - avgSlope) * kSlopeScale + slope.a + 1f;
float slopeB = (nSlope.b - avgSlope) * kSlopeScale + slope.a + 1f;
return ClampVector(new Vector3(slopeR, slopeG, slopeB), 0f, 2f);
}
public static Vector3 GetPowerValue(Color power)
{
const float kPowerScale = 0.1f;
const float minPower = 0.01f;
var nPower = NormalizeColor(power);
float avgPower = (nPower.r + nPower.g + nPower.b) / 3f;
power.a *= 0.5f;
float powerR = (nPower.r - avgPower) * kPowerScale + power.a + 1f;
float powerG = (nPower.g - avgPower) * kPowerScale + power.a + 1f;
float powerB = (nPower.b - avgPower) * kPowerScale + power.a + 1f;
float invPowerR = 1f / Mathf.Max(minPower, powerR);
float invPowerG = 1f / Mathf.Max(minPower, powerG);
float invPowerB = 1f / Mathf.Max(minPower, powerB);
return ClampVector(new Vector3(invPowerR, invPowerG, invPowerB), 0.5f, 2.5f);
}
public static Vector3 GetOffsetValue(Color offset)
{
const float kOffsetScale = 0.05f;
var nOffset = NormalizeColor(offset);
float avgOffset = (nOffset.r + nOffset.g + nOffset.b) / 3f;
offset.a *= 0.5f;
float offsetR = (nOffset.r - avgOffset) * kOffsetScale + offset.a;
float offsetG = (nOffset.g - avgOffset) * kOffsetScale + offset.a;
float offsetB = (nOffset.b - avgOffset) * kOffsetScale + offset.a;
return ClampVector(new Vector3(offsetR, offsetG, offsetB), -0.8f, 0.8f);
}
public static void CalculateSlopePowerOffset(Color slope, Color power, Color offset, out Vector3 outSlope, out Vector3 outPower, out Vector3 outOffset)
{
outSlope = GetSlopeValue(slope);
outPower = GetPowerValue(power);
outOffset = GetOffsetValue(offset);
}
TextureFormat GetCurveFormat()
{
if (SystemInfo.SupportsTextureFormat(TextureFormat.RGBAHalf))
return TextureFormat.RGBAHalf;
return TextureFormat.RGBA32;
}
Texture2D GetCurveTexture()
{
if (m_GradingCurves == null)
{
m_GradingCurves = new Texture2D(k_CurvePrecision, 2, GetCurveFormat(), false, true)
{
name = "Internal Curves Texture",
hideFlags = HideFlags.DontSave,
anisoLevel = 0,
wrapMode = TextureWrapMode.Clamp,
filterMode = FilterMode.Bilinear
};
}
var curves = model.settings.curves;
curves.hueVShue.Cache();
curves.hueVSsat.Cache();
for (int i = 0; i < k_CurvePrecision; i++)
{
float t = i * k_CurveStep;
// HSL
float x = curves.hueVShue.Evaluate(t);
float y = curves.hueVSsat.Evaluate(t);
float z = curves.satVSsat.Evaluate(t);
float w = curves.lumVSsat.Evaluate(t);
m_pixels[i] = new Color(x, y, z, w);
// YRGB
float m = curves.master.Evaluate(t);
float r = curves.red.Evaluate(t);
float g = curves.green.Evaluate(t);
float b = curves.blue.Evaluate(t);
m_pixels[i + k_CurvePrecision] = new Color(r, g, b, m);
}
m_GradingCurves.SetPixels(m_pixels);
m_GradingCurves.Apply(false, false);
return m_GradingCurves;
}
bool IsLogLutValid(RenderTexture lut)
{
return lut != null && lut.IsCreated() && lut.height == k_InternalLogLutSize;
}
RenderTextureFormat GetLutFormat()
{
if (SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.ARGBHalf))
return RenderTextureFormat.ARGBHalf;
return RenderTextureFormat.ARGB32;
}
void GenerateLut()
{
var settings = model.settings;
if (!IsLogLutValid(model.bakedLut))
{
GraphicsUtils.Destroy(model.bakedLut);
model.bakedLut = new RenderTexture(k_InternalLogLutSize * k_InternalLogLutSize, k_InternalLogLutSize, 0, GetLutFormat())
{
name = "Color Grading Log LUT",
hideFlags = HideFlags.DontSave,
filterMode = FilterMode.Bilinear,
wrapMode = TextureWrapMode.Clamp,
anisoLevel = 0
};
}
var lutMaterial = context.materialFactory.Get("Hidden/Post FX/Lut Generator");
lutMaterial.SetVector(Uniforms._LutParams, new Vector4(
k_InternalLogLutSize,
0.5f / (k_InternalLogLutSize * k_InternalLogLutSize),
0.5f / k_InternalLogLutSize,
k_InternalLogLutSize / (k_InternalLogLutSize - 1f))
);
// Tonemapping
lutMaterial.shaderKeywords = null;
var tonemapping = settings.tonemapping;
switch (tonemapping.tonemapper)
{
case ColorGradingModel.Tonemapper.Neutral:
{
lutMaterial.EnableKeyword("TONEMAPPING_NEUTRAL");
const float scaleFactor = 20f;
const float scaleFactorHalf = scaleFactor * 0.5f;
float inBlack = tonemapping.neutralBlackIn * scaleFactor + 1f;
float outBlack = tonemapping.neutralBlackOut * scaleFactorHalf + 1f;
float inWhite = tonemapping.neutralWhiteIn / scaleFactor;
float outWhite = 1f - tonemapping.neutralWhiteOut / scaleFactor;
float blackRatio = inBlack / outBlack;
float whiteRatio = inWhite / outWhite;
const float a = 0.2f;
float b = Mathf.Max(0f, Mathf.LerpUnclamped(0.57f, 0.37f, blackRatio));
float c = Mathf.LerpUnclamped(0.01f, 0.24f, whiteRatio);
float d = Mathf.Max(0f, Mathf.LerpUnclamped(0.02f, 0.20f, blackRatio));
const float e = 0.02f;
const float f = 0.30f;
lutMaterial.SetVector(Uniforms._NeutralTonemapperParams1, new Vector4(a, b, c, d));
lutMaterial.SetVector(Uniforms._NeutralTonemapperParams2, new Vector4(e, f, tonemapping.neutralWhiteLevel, tonemapping.neutralWhiteClip / scaleFactorHalf));
break;
}
case ColorGradingModel.Tonemapper.ACES:
{
lutMaterial.EnableKeyword("TONEMAPPING_FILMIC");
break;
}
}
// Color balance & basic grading settings
lutMaterial.SetFloat(Uniforms._HueShift, settings.basic.hueShift / 360f);
lutMaterial.SetFloat(Uniforms._Saturation, settings.basic.saturation);
lutMaterial.SetFloat(Uniforms._Contrast, settings.basic.contrast);
lutMaterial.SetVector(Uniforms._Balance, CalculateColorBalance(settings.basic.temperature, settings.basic.tint));
// Lift / Gamma / Gain
Vector3 lift, gamma, gain;
CalculateLiftGammaGain(
settings.colorWheels.linear.lift,
settings.colorWheels.linear.gamma,
settings.colorWheels.linear.gain,
out lift, out gamma, out gain
);
lutMaterial.SetVector(Uniforms._Lift, lift);
lutMaterial.SetVector(Uniforms._InvGamma, gamma);
lutMaterial.SetVector(Uniforms._Gain, gain);
// Slope / Power / Offset
Vector3 slope, power, offset;
CalculateSlopePowerOffset(
settings.colorWheels.log.slope,
settings.colorWheels.log.power,
settings.colorWheels.log.offset,
out slope, out power, out offset
);
lutMaterial.SetVector(Uniforms._Slope, slope);
lutMaterial.SetVector(Uniforms._Power, power);
lutMaterial.SetVector(Uniforms._Offset, offset);
// Channel mixer
lutMaterial.SetVector(Uniforms._ChannelMixerRed, settings.channelMixer.red);
lutMaterial.SetVector(Uniforms._ChannelMixerGreen, settings.channelMixer.green);
lutMaterial.SetVector(Uniforms._ChannelMixerBlue, settings.channelMixer.blue);
// Selective grading & YRGB curves
lutMaterial.SetTexture(Uniforms._Curves, GetCurveTexture());
// Generate the lut
Graphics.Blit(null, model.bakedLut, lutMaterial, 0);
}
public override void Prepare(Material uberMaterial)
{
if (model.isDirty || !IsLogLutValid(model.bakedLut))
{
GenerateLut();
model.isDirty = false;
}
uberMaterial.EnableKeyword(
context.profile.debugViews.IsModeActive(DebugMode.PreGradingLog)
? "COLOR_GRADING_LOG_VIEW"
: "COLOR_GRADING"
);
var bakedLut = model.bakedLut;
uberMaterial.SetTexture(Uniforms._LogLut, bakedLut);
uberMaterial.SetVector(Uniforms._LogLut_Params, new Vector3(1f / bakedLut.width, 1f / bakedLut.height, bakedLut.height - 1f));
float ev = Mathf.Exp(model.settings.basic.postExposure * 0.69314718055994530941723212145818f);
uberMaterial.SetFloat(Uniforms._ExposureEV, ev);
}
public void OnGUI()
{
var bakedLut = model.bakedLut;
var rect = new Rect(context.viewport.x * Screen.width + 8f, 8f, bakedLut.width, bakedLut.height);
GUI.DrawTexture(rect, bakedLut);
}
public override void OnDisable()
{
GraphicsUtils.Destroy(m_GradingCurves);
GraphicsUtils.Destroy(model.bakedLut);
m_GradingCurves = null;
model.bakedLut = null;
}
}
}