#ifndef UNITY_COLOR_INCLUDED #define UNITY_COLOR_INCLUDED #include "Common.hlsl" //----------------------------------------------------------------------------- // 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://realtimecollisiondetection.net/blog/?p=15 float4 PackLogLuv(float3 vRGB) { // M matrix, for encoding const float3x3 M = float3x3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969); float4 vResult; float3 Xp_Y_XYZp = mul(vRGB, M); Xp_Y_XYZp = max(Xp_Y_XYZp, float3(1e-6, 1e-6, 1e-6)); vResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z; float Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0; vResult.w = frac(Le); vResult.z = (Le - (floor(vResult.w*255.0f))/255.0f)/255.0f; return vResult; } float3 UnpackLogLuv(float4 vLogLuv) { // Inverse M matrix, for decoding const float3x3 InverseM = float3x3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268); float Le = vLogLuv.z * 255.0 + vLogLuv.w; float3 Xp_Y_XYZp; Xp_Y_XYZp.y = exp2((Le - 127.0) / 2.0); Xp_Y_XYZp.z = Xp_Y_XYZp.y / vLogLuv.y; Xp_Y_XYZp.x = vLogLuv.x * Xp_Y_XYZp.z; float3 vRGB = mul(Xp_Y_XYZp, InverseM); return max(vRGB, float3(0.0, 0.0, 0.0)); } // TODO: check what is really use by the lightmap... should be hardcoded // This function must handle various crappy case of lightmap ? float4 UnityEncodeRGBM (float3 rgb, float maxRGBM) { float kOneOverRGBMMaxRange = 1.0 / maxRGBM; const float kMinMultiplier = 2.0 * 1e-2; float4 rgbm = float4(rgb * kOneOverRGBMMaxRange, 1.0); rgbm.a = max(max(rgbm.r, rgbm.g), max(rgbm.b, kMinMultiplier)); rgbm.a = ceil(rgbm.a * 255.0) / 255.0; // Division-by-zero warning from d3d9, so make compiler happy. rgbm.a = max(rgbm.a, kMinMultiplier); rgbm.rgb /= rgbm.a; return rgbm; } // Alternative... #define RGBMRANGE (8.0) float4 packRGBM(float3 color) { float4 rgbm; color *= (1.0 / RGBMRANGE); rgbm.a = saturate( max( max( color.r, color.g ), max( color.b, 1e-6 ) ) ); rgbm.a = ceil( rgbm.a * 255.0 ) / 255.0; rgbm.rgb = color / rgbm.a; return rgbm; } float3 unpackRGBM(float4 rgbm) { return RGBMRANGE * rgbm.rgb * rgbm.a; } // 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