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228 行
5.3 KiB
228 行
5.3 KiB
#ifndef UNITY_COLOR_INCLUDED
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#define UNITY_COLOR_INCLUDED
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#include "Common.hlsl"
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//-----------------------------------------------------------------------------
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// Gamma space - Assume positive values
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//-----------------------------------------------------------------------------
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// Gamma20
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float Gamma20ToLinear(float c)
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{
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return c * c;
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}
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float3 Gamma20ToLinear(float3 c)
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{
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return c.rgb * c.rgb;
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}
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float4 Gamma20ToLinear(float4 c)
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{
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return float4(Gamma20ToLinear(c.rgb), c.a);
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}
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float LinearToGamma20(float c)
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{
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return sqrt(c);
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}
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float3 LinearToGamma20(float3 c)
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{
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return sqrt(c.rgb);
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}
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float4 LinearToGamma20(float4 c)
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{
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return float4(LinearToGamma20(c.rgb), c.a);
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}
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// Gamma22
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float Gamma22ToLinear(float c)
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{
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return pow(c, 2.2);
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}
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float3 Gamma22ToLinear(float3 c)
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{
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return pow(c.rgb, float3(2.2, 2.2, 2.2));
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}
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float4 Gamma22ToLinear(float4 c)
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{
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return float4(Gamma22ToLinear(c.rgb), c.a);
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}
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float LinearToGamma22(float c)
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{
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return pow(c, 0.454545454545455);
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}
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float3 LinearToGamma22(float3 c)
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{
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return pow(c.rgb, float3(0.454545454545455, 0.454545454545455, 0.454545454545455));
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}
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float4 LinearToGamma22(float4 c)
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{
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return float4(LinearToGamma22(c.rgb), c.a);
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}
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// sRGB
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float3 SRGBToLinear(float3 c)
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{
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float3 linearRGBLo = c / 12.92;
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float3 linearRGBHi = pow((c + 0.055) / 1.055, float3(2.4, 2.4, 2.4));
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float3 linearRGB = (c <= 0.04045) ? linearRGBLo : linearRGBHi;
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return linearRGB;
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}
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float4 SRGBToLinear(float4 c)
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{
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return float4(SRGBToLinear(c.rgb), c.a);
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}
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float3 LinearToSRGB(float3 c)
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{
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float3 sRGBLo = c * 12.92;
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float3 sRGBHi = (pow(c, float3(1.0/2.4, 1.0/2.4, 1.0/2.4)) * 1.055) - 0.055;
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float3 sRGB = (c <= 0.0031308) ? sRGBLo : sRGBHi;
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return sRGB;
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}
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float4 LinearToSRGB(float4 c)
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{
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return float4(LinearToSRGB(c.rgb), c.a);
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}
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// TODO: Seb - To verify and refit!
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// Ref: http://chilliant.blogspot.com.au/2012/08/srgb-approximations-for-hlsl.html?m=1
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float3 FastSRGBToLinear(float3 c)
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{
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return c * (c * (c * 0.305306011 + 0.682171111) + 0.012522878);
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}
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float4 FastSRGBToLinear(float4 c)
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{
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return float4(FastSRGBToLinear(c.rgb), c.a);
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}
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float3 FastLinearToSRGB(float3 c)
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{
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return max(1.055 * pow(c, 0.416666667) - 0.055, 0.0);
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}
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float4 FastLinearToSRGB(float4 c)
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{
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return float4(FastLinearToSRGB(c.rgb), c.a);
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}
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//-----------------------------------------------------------------------------
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// Color space
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//-----------------------------------------------------------------------------
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// Convert rgb to luminance
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// with rgb in linear space with sRGB primaries and D65 white point
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float Luminance(float3 linearRgb)
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{
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return dot(linearRgb, float3(0.2126729f, 0.7151522f, 0.0721750f));
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}
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// Ref: http://realtimecollisiondetection.net/blog/?p=15
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float4 PackLogLuv(float3 vRGB)
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{
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// M matrix, for encoding
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const float3x3 M = float3x3(
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0.2209, 0.3390, 0.4184,
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0.1138, 0.6780, 0.7319,
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0.0102, 0.1130, 0.2969);
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float4 vResult;
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float3 Xp_Y_XYZp = mul(vRGB, M);
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Xp_Y_XYZp = max(Xp_Y_XYZp, float3(1e-6, 1e-6, 1e-6));
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vResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;
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float Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;
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vResult.w = frac(Le);
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vResult.z = (Le - (floor(vResult.w*255.0f))/255.0f)/255.0f;
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return vResult;
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}
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float3 UnpackLogLuv(float4 vLogLuv)
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{
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// Inverse M matrix, for decoding
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const float3x3 InverseM = float3x3(
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6.0014, -2.7008, -1.7996,
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-1.3320, 3.1029, -5.7721,
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0.3008, -1.0882, 5.6268);
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float Le = vLogLuv.z * 255.0 + vLogLuv.w;
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float3 Xp_Y_XYZp;
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Xp_Y_XYZp.y = exp2((Le - 127.0) / 2.0);
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Xp_Y_XYZp.z = Xp_Y_XYZp.y / vLogLuv.y;
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Xp_Y_XYZp.x = vLogLuv.x * Xp_Y_XYZp.z;
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float3 vRGB = mul(Xp_Y_XYZp, InverseM);
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return max(vRGB, float3(0.0, 0.0, 0.0));
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}
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// TODO: check what is really use by the lightmap... should be hardcoded
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// This function must handle various crappy case of lightmap ?
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float4 UnityEncodeRGBM (float3 rgb, float maxRGBM)
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{
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float kOneOverRGBMMaxRange = 1.0 / maxRGBM;
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const float kMinMultiplier = 2.0 * 1e-2;
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float4 rgbm = float4(rgb * kOneOverRGBMMaxRange, 1.0);
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rgbm.a = max(max(rgbm.r, rgbm.g), max(rgbm.b, kMinMultiplier));
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rgbm.a = ceil(rgbm.a * 255.0) / 255.0;
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// Division-by-zero warning from d3d9, so make compiler happy.
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rgbm.a = max(rgbm.a, kMinMultiplier);
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rgbm.rgb /= rgbm.a;
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return rgbm;
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}
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// Alternative...
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#define RGBMRANGE (8.0)
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float4 packRGBM(float3 color)
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{
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float4 rgbm;
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color *= (1.0 / RGBMRANGE);
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rgbm.a = saturate( max( max( color.r, color.g ), max( color.b, 1e-6 ) ) );
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rgbm.a = ceil( rgbm.a * 255.0 ) / 255.0;
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rgbm.rgb = color / rgbm.a;
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return rgbm;
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}
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float3 unpackRGBM(float4 rgbm)
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{
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return RGBMRANGE * rgbm.rgb * rgbm.a;
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}
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// Ref: http://www.nvidia.com/object/real-time-ycocg-dxt-compression.html
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#define CHROMA_BIAS (0.5 * 256.0 / 255.0)
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float3 RGBToYCoCg(float3 rgb)
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{
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float3 YCoCg;
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YCoCg.x = dot(rgb, float3(0.25, 0.5, 0.25));
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YCoCg.y = dot(rgb, float3(0.5, 0.0, -0.5)) + CHROMA_BIAS;
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YCoCg.z = dot(rgb, float3(-0.25, 0.5, -0.25)) + CHROMA_BIAS;
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return YCoCg;
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}
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float3 YCoCgToRGB(float3 YCoCg)
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{
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float Y = YCoCg.x;
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float Co = YCoCg.y - CHROMA_BIAS;
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float Cg = YCoCg.z - CHROMA_BIAS;
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float3 rgb;
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rgb.r = Y + Co - Cg;
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rgb.g = Y + Cg;
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rgb.b = Y - Co - Cg;
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return rgb;
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}
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#endif // UNITY_COLOR_INCLUDED
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