using System.Reflection; using UnityEngine; namespace UnityEditor.ShaderGraph { [Title("Artistic", "Adjustment", "White Balance")] public class WhiteBalanceNode : CodeFunctionNode { public WhiteBalanceNode() { name = "White Balance"; } protected override MethodInfo GetFunctionToConvert() { return GetType().GetMethod("Unity_WhiteBalance", BindingFlags.Static | BindingFlags.NonPublic); } static string Unity_WhiteBalance( [Slot(0, Binding.None)] Vector3 In, [Slot(1, Binding.None)] Vector1 Temperature, [Slot(2, Binding.None)] Vector1 Tint, [Slot(3, Binding.None)] out Vector3 Out) { Out = Vector3.zero; return @" { // Range ~[-1.67;1.67] works best {precision} t1 = Temperature * 10 / 6; {precision} t2 = Tint * 10 / 6; // Get the CIE xy chromaticity of the reference white point. // Note: 0.31271 = x value on the D65 white point {precision} x = 0.31271 - t1 * (t1 < 0 ? 0.1 : 0.05); {precision} standardIlluminantY = 2.87 * x - 3 * x * x - 0.27509507; {precision} y = standardIlluminantY + t2 * 0.05; // Calculate the coefficients in the LMS space. {precision}3 w1 = {precision}3(0.949237, 1.03542, 1.08728); // D65 white point // CIExyToLMS {precision} Y = 1; {precision} X = Y * x / y; {precision} Z = Y * (1 - x - y) / y; {precision} L = 0.7328 * X + 0.4296 * Y - 0.1624 * Z; {precision} M = -0.7036 * X + 1.6975 * Y + 0.0061 * Z; {precision} S = 0.0030 * X + 0.0136 * Y + 0.9834 * Z; {precision}3 w2 = {precision}3(L, M, S); {precision}3 balance = {precision}3(w1.x / w2.x, w1.y / w2.y, w1.z / w2.z); {precision}3x3 LIN_2_LMS_MAT = { 3.90405e-1, 5.49941e-1, 8.92632e-3, 7.08416e-2, 9.63172e-1, 1.35775e-3, 2.31082e-2, 1.28021e-1, 9.36245e-1 }; {precision}3x3 LMS_2_LIN_MAT = { 2.85847e+0, -1.62879e+0, -2.48910e-2, -2.10182e-1, 1.15820e+0, 3.24281e-4, -4.18120e-2, -1.18169e-1, 1.06867e+0 }; {precision}3 lms = mul(LIN_2_LMS_MAT, In); lms *= balance; Out = mul(LMS_2_LIN_MAT, lms); } "; } } }