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140 行
4.6 KiB

// Final compositing pass, just does gamma correction for now.
Shader "Hidden/Unity/FinalPass"
{
Properties
{
_MainTex ("Texture", any) = "" {}
_ToneMapCoeffs1("Parameters for neutral tonemap", Vector) = (0.0, 0.0, 0.0, 0.0)
_ToneMapCoeffs2("Parameters for neutral tonemap", Vector) = (0.0, 0.0, 0.0, 0.0)
_Exposure("Exposure", Range(-32.0, 32.0)) = 0
[ToggleOff] _EnableToneMap("Enable Tone Map", Float) = 0
}
SubShader {
Pass {
ZTest Always Cull Off ZWrite Off
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag
#pragma target 5.0
#include "Assets/ScriptableRenderLoop/ShaderLibrary/Common.hlsl"
#include "Assets/ScriptableRenderLoop/ShaderLibrary/Color.hlsl"
#include "../ShaderVariables.hlsl"
UNITY_DECLARE_TEX2D(_MainTex);
float4 _ToneMapCoeffs1;
float4 _ToneMapCoeffs2;
#define InBlack _ToneMapCoeffs1.x
#define OutBlack _ToneMapCoeffs1.y
#define InWhite _ToneMapCoeffs1.z
#define OutWhite _ToneMapCoeffs1.w
#define WhiteLevel _ToneMapCoeffs2.z
#define WhiteClip _ToneMapCoeffs2.w
float _Exposure;
float _EnableToneMap;
struct Attributes {
float3 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct Varyings {
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
};
Varyings Vert(Attributes input)
{
Varyings output;
output.vertex = TransformWorldToHClip(input.vertex);
output.texcoord = input.texcoord.xy;
return output;
}
float3 evalCurve(float3 x, float A, float B, float C, float D, float E, float F)
{
return ((x*(A*x + C*B) + D*E) / (x*(A*x + B) + D*F)) - E / F;
}
float3 applyTonemapFilmicAD(float3 linearColor)
{
float blackRatio = InBlack / OutBlack;
float whiteRatio = InWhite / OutWhite;
// blend tunable coefficients
float B = lerp(0.57, 0.37, blackRatio);
float C = lerp(0.01, 0.24, whiteRatio);
float D = lerp(0.02, 0.20, blackRatio);
// constants
float A = 0.2;
float E = 0.02;
float F = 0.30;
// eval and correct for white point
float3 whiteScale = 1.0f / evalCurve(WhiteLevel, A, B, C, D, E, F);
float3 curr = evalCurve(linearColor * whiteScale, A, B, C, D, E, F);
return curr * whiteScale;
}
float3 remapWhite(float3 inPixel, float whitePt)
{
// var breakout for readability
const float inBlack = 0;
const float outBlack = 0;
float inWhite = whitePt;
const float outWhite = 1;
// remap input range to output range
float3 outPixel = ((inPixel.rgb) - inBlack.xxx) / (inWhite.xxx - inBlack.xxx) * (outWhite.xxx - outBlack.xxx) + outBlack.xxx;
return (outPixel.rgb);
}
float3 NeutralTonemap(float3 x)
{
float3 finalColor = applyTonemapFilmicAD(x); // curve (dynamic coeffs differ per level)
finalColor = remapWhite(finalColor, WhiteClip); // post-curve white point adjustment
finalColor = saturate(finalColor);
return finalColor;
}
float3 ApplyToneMap(float3 color)
{
if (_EnableToneMap > 0.0)
{
return NeutralTonemap(color);
}
else
{
return saturate(color);
}
}
float4 Frag(Varyings input) : SV_Target
{
float4 c = UNITY_SAMPLE_TEX2D(_MainTex, input.texcoord);
// Gamma correction
// TODO: Currenlt in the editor there a an additional pass were the result is copyed in a render target RGBA8_sRGB.
// So we must not correct the sRGB here else it will be done two time.
// To fix!
c.rgb = ApplyToneMap(c.rgb * exp2(_Exposure));
// return LinearToSRGB(c);
return c;
}
ENDHLSL
}
}
Fallback Off
}