Boat Attack使用了Universal RP的许多新图形功能,可以用于探索 Universal RP 的使用方式和技巧。
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Shader "Hidden/Universal Render Pipeline/LutBuilderHdr"
{
HLSLINCLUDE
#pragma multi_compile_local _ _TONEMAP_ACES _TONEMAP_NEUTRAL
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/ACES.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
float4 _Lut_Params; // x: lut_height, y: 0.5 / lut_width, z: 0.5 / lut_height, w: lut_height / lut_height - 1
float4 _ColorBalance; // xyz: LMS coeffs, w: unused
float4 _ColorFilter; // xyz: color, w: unused
float4 _ChannelMixerRed; // xyz: rgb coeffs, w: unused
float4 _ChannelMixerGreen; // xyz: rgb coeffs, w: unused
float4 _ChannelMixerBlue; // xyz: rgb coeffs, w: unused
float4 _HueSatCon; // x: hue shift, y: saturation, z: contrast, w: unused
float4 _Lift; // xyz: color, w: unused
float4 _Gamma; // xyz: color, w: unused
float4 _Gain; // xyz: color, w: unused
float4 _Shadows; // xyz: color, w: unused
float4 _Midtones; // xyz: color, w: unused
float4 _Highlights; // xyz: color, w: unused
float4 _ShaHiLimits; // xy: shadows min/max, zw: highlight min/max
float4 _SplitShadows; // xyz: color, w: balance
float4 _SplitHighlights; // xyz: color, w: unused
TEXTURE2D(_CurveMaster);
TEXTURE2D(_CurveRed);
TEXTURE2D(_CurveGreen);
TEXTURE2D(_CurveBlue);
TEXTURE2D(_CurveHueVsHue);
TEXTURE2D(_CurveHueVsSat);
TEXTURE2D(_CurveSatVsSat);
TEXTURE2D(_CurveLumVsSat);
float EvaluateCurve(TEXTURE2D(curve), float t)
{
float x = SAMPLE_TEXTURE2D(curve, sampler_LinearClamp, float2(t, 0.0)).x;
return saturate(x);
}
// Note: when the ACES tonemapper is selected the grading steps will be done using ACES spaces
float3 ColorGrade(float3 colorLutSpace)
{
// Switch back to linear
float3 colorLinear = LogCToLinear(colorLutSpace);
// White balance in LMS space
float3 colorLMS = LinearToLMS(colorLinear);
colorLMS *= _ColorBalance.xyz;
colorLinear = LMSToLinear(colorLMS);
// Do contrast in log after white balance
#if _TONEMAP_ACES
float3 colorLog = ACES_to_ACEScc(unity_to_ACES(colorLinear));
#else
float3 colorLog = LinearToLogC(colorLinear);
#endif
colorLog = (colorLog - ACEScc_MIDGRAY) * _HueSatCon.z + ACEScc_MIDGRAY;
#if _TONEMAP_ACES
colorLinear = ACES_to_ACEScg(ACEScc_to_ACES(colorLog));
#else
colorLinear = LogCToLinear(colorLog);
#endif
// Color filter is just an unclipped multiplier
colorLinear *= _ColorFilter.xyz;
// Do NOT feed negative values to the following color ops
colorLinear = max(0.0, colorLinear);
// Split toning
// As counter-intuitive as it is, to make split-toning work the same way it does in Adobe
// products we have to do all the maths in gamma-space...
float balance = _SplitShadows.w;
float3 colorGamma = PositivePow(colorLinear, 1.0 / 2.2);
float luma = saturate(GetLuminance(saturate(colorGamma)) + balance);
float3 splitShadows = lerp((0.5).xxx, _SplitShadows.xyz, 1.0 - luma);
float3 splitHighlights = lerp((0.5).xxx, _SplitHighlights.xyz, luma);
colorGamma = SoftLight(colorGamma, splitShadows);
colorGamma = SoftLight(colorGamma, splitHighlights);
colorLinear = PositivePow(colorGamma, 2.2);
// Channel mixing (Adobe style)
colorLinear = float3(
dot(colorLinear, _ChannelMixerRed.xyz),
dot(colorLinear, _ChannelMixerGreen.xyz),
dot(colorLinear, _ChannelMixerBlue.xyz)
);
// Shadows, midtones, highlights
luma = GetLuminance(colorLinear);
float shadowsFactor = 1.0 - smoothstep(_ShaHiLimits.x, _ShaHiLimits.y, luma);
float highlightsFactor = smoothstep(_ShaHiLimits.z, _ShaHiLimits.w, luma);
float midtonesFactor = 1.0 - shadowsFactor - highlightsFactor;
colorLinear = colorLinear * _Shadows.xyz * shadowsFactor
+ colorLinear * _Midtones.xyz * midtonesFactor
+ colorLinear * _Highlights.xyz * highlightsFactor;
// Lift, gamma, gain
colorLinear = colorLinear * _Gain.xyz + _Lift.xyz;
colorLinear = sign(colorLinear) * pow(abs(colorLinear), _Gamma.xyz);
// HSV operations
float satMult;
float3 hsv = RgbToHsv(colorLinear);
{
// Hue Vs Sat
satMult = EvaluateCurve(_CurveHueVsSat, hsv.x) * 2.0;
// Sat Vs Sat
satMult *= EvaluateCurve(_CurveSatVsSat, hsv.y) * 2.0;
// Lum Vs Sat
satMult *= EvaluateCurve(_CurveLumVsSat, Luminance(colorLinear)) * 2.0;
// Hue Shift & Hue Vs Hue
float hue = hsv.x + _HueSatCon.x;
float offset = EvaluateCurve(_CurveHueVsHue, hue) - 0.5;
hue += offset;
hsv.x = RotateHue(hue, 0.0, 1.0);
}
colorLinear = HsvToRgb(hsv);
// Global saturation
luma = GetLuminance(colorLinear);
colorLinear = luma.xxx + (_HueSatCon.yyy * satMult) * (colorLinear - luma.xxx);
// YRGB curves
// Conceptually these need to be in range [0;1] and from an artist-workflow perspective
// it's easier to deal with
colorLinear = FastTonemap(colorLinear);
{
const float kHalfPixel = (1.0 / 128.0) / 2.0;
float3 c = colorLinear;
// Y (master)
c += kHalfPixel.xxx;
float mr = EvaluateCurve(_CurveMaster, c.r);
float mg = EvaluateCurve(_CurveMaster, c.g);
float mb = EvaluateCurve(_CurveMaster, c.b);
c = float3(mr, mg, mb);
// RGB
c += kHalfPixel.xxx;
float r = EvaluateCurve(_CurveRed, c.r);
float g = EvaluateCurve(_CurveGreen, c.g);
float b = EvaluateCurve(_CurveBlue, c.b);
colorLinear = float3(r, g, b);
}
colorLinear = FastTonemapInvert(colorLinear);
colorLinear = max(0.0, colorLinear);
return colorLinear;
}
float3 Tonemap(float3 colorLinear)
{
#if _TONEMAP_NEUTRAL
{
colorLinear = NeutralTonemap(colorLinear);
}
#elif _TONEMAP_ACES
{
// Note: input is actually ACEScg (AP1 w/ linear encoding)
float3 aces = ACEScg_to_ACES(colorLinear);
colorLinear = AcesTonemap(aces);
}
#endif
return colorLinear;
}
float4 Frag(Varyings input) : SV_Target
{
// Lut space
// We use Alexa LogC (El 1000) to store the LUT as it provides a good enough range
// (~58.85666) and is good enough to be stored in fp16 without losing precision in the
// darks
float3 colorLutSpace = GetLutStripValue(input.uv, _Lut_Params);
// Color grade & tonemap
float3 gradedColor = ColorGrade(colorLutSpace);
gradedColor = Tonemap(gradedColor);
return float4(gradedColor, 1.0);
}
ENDHLSL
SubShader
{
Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline"}
LOD 100
ZTest Always ZWrite Off Cull Off
Pass
{
Name "LutBuilderHdr"
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag
ENDHLSL
}
}
}