#ifndef UNITY_COLOR_INCLUDED #define UNITY_COLOR_INCLUDED //----------------------------------------------------------------------------- // Gamma space - Assume positive values //----------------------------------------------------------------------------- // Gamma20 float Gamma20ToLinear(float c) { return c * c; } float3 Gamma20ToLinear(float3 c) { return c.rgb * c.rgb; } float4 Gamma20ToLinear(float4 c) { return float4(Gamma20ToLinear(c.rgb), c.a); } float LinearToGamma20(float c) { return sqrt(c); } float3 LinearToGamma20(float3 c) { return sqrt(c.rgb); } float4 LinearToGamma20(float4 c) { return float4(LinearToGamma20(c.rgb), c.a); } // Gamma22 float Gamma22ToLinear(float c) { return pow(c, 2.2); } float3 Gamma22ToLinear(float3 c) { return pow(c.rgb, float3(2.2, 2.2, 2.2)); } float4 Gamma22ToLinear(float4 c) { return float4(Gamma22ToLinear(c.rgb), c.a); } float LinearToGamma22(float c) { return pow(c, 0.454545454545455); } float3 LinearToGamma22(float3 c) { return pow(c.rgb, float3(0.454545454545455, 0.454545454545455, 0.454545454545455)); } float4 LinearToGamma22(float4 c) { return float4(LinearToGamma22(c.rgb), c.a); } // sRGB float3 SRGBToLinear(float3 c) { float3 linearRGBLo = c / 12.92; float3 linearRGBHi = pow((c + 0.055) / 1.055, float3(2.4, 2.4, 2.4)); float3 linearRGB = (c <= 0.04045) ? linearRGBLo : linearRGBHi; return linearRGB; } float4 SRGBToLinear(float4 c) { return float4(SRGBToLinear(c.rgb), c.a); } float3 LinearToSRGB(float3 c) { float3 sRGBLo = c * 12.92; float3 sRGBHi = (pow(c, float3(1.0/2.4, 1.0/2.4, 1.0/2.4)) * 1.055) - 0.055; float3 sRGB = (c <= 0.0031308) ? sRGBLo : sRGBHi; return sRGB; } float4 LinearToSRGB(float4 c) { return float4(LinearToSRGB(c.rgb), c.a); } // TODO: Seb - To verify and refit! // Ref: http://chilliant.blogspot.com.au/2012/08/srgb-approximations-for-hlsl.html?m=1 float3 FastSRGBToLinear(float3 c) { return c * (c * (c * 0.305306011 + 0.682171111) + 0.012522878); } float4 FastSRGBToLinear(float4 c) { return float4(FastSRGBToLinear(c.rgb), c.a); } float3 FastLinearToSRGB(float3 c) { return max(1.055 * pow(c, 0.416666667) - 0.055, 0.0); } float4 FastLinearToSRGB(float4 c) { return float4(FastLinearToSRGB(c.rgb), c.a); } //----------------------------------------------------------------------------- // Color space //----------------------------------------------------------------------------- // Convert rgb to luminance // with rgb in linear space with sRGB primaries and D65 white point float Luminance(float3 linearRgb) { return dot(linearRgb, float3(0.2126729f, 0.7151522f, 0.0721750f)); } // Ref: http://www.nvidia.com/object/real-time-ycocg-dxt-compression.html #define CHROMA_BIAS (0.5 * 256.0 / 255.0) float3 RGBToYCoCg(float3 rgb) { float3 YCoCg; YCoCg.x = dot(rgb, float3(0.25, 0.5, 0.25)); YCoCg.y = dot(rgb, float3(0.5, 0.0, -0.5)) + CHROMA_BIAS; YCoCg.z = dot(rgb, float3(-0.25, 0.5, -0.25)) + CHROMA_BIAS; return YCoCg; } float3 YCoCgToRGB(float3 YCoCg) { float Y = YCoCg.x; float Co = YCoCg.y - CHROMA_BIAS; float Cg = YCoCg.z - CHROMA_BIAS; float3 rgb; rgb.r = Y + Co - Cg; rgb.g = Y + Cg; rgb.b = Y - Co - Cg; return rgb; } #endif // UNITY_COLOR_INCLUDED