namespace UnityEngine.PostProcessing { using DebugMode = BuiltinDebugViewsModel.Mode; public sealed class ColorGradingComponent : PostProcessingComponentRenderTexture { static class Uniforms { internal static readonly int _LutParams = Shader.PropertyToID("_LutParams"); internal static readonly int _NeutralTonemapperParams1 = Shader.PropertyToID("_NeutralTonemapperParams1"); internal static readonly int _NeutralTonemapperParams2 = Shader.PropertyToID("_NeutralTonemapperParams2"); internal static readonly int _HueShift = Shader.PropertyToID("_HueShift"); internal static readonly int _Saturation = Shader.PropertyToID("_Saturation"); internal static readonly int _Contrast = Shader.PropertyToID("_Contrast"); internal static readonly int _Balance = Shader.PropertyToID("_Balance"); internal static readonly int _Lift = Shader.PropertyToID("_Lift"); internal static readonly int _InvGamma = Shader.PropertyToID("_InvGamma"); internal static readonly int _Gain = Shader.PropertyToID("_Gain"); internal static readonly int _Slope = Shader.PropertyToID("_Slope"); internal static readonly int _Power = Shader.PropertyToID("_Power"); internal static readonly int _Offset = Shader.PropertyToID("_Offset"); internal static readonly int _ChannelMixerRed = Shader.PropertyToID("_ChannelMixerRed"); internal static readonly int _ChannelMixerGreen = Shader.PropertyToID("_ChannelMixerGreen"); internal static readonly int _ChannelMixerBlue = Shader.PropertyToID("_ChannelMixerBlue"); internal static readonly int _Curves = Shader.PropertyToID("_Curves"); internal static readonly int _LogLut = Shader.PropertyToID("_LogLut"); internal static readonly int _LogLut_Params = Shader.PropertyToID("_LogLut_Params"); internal static readonly int _ExposureEV = Shader.PropertyToID("_ExposureEV"); } const int k_InternalLogLutSize = 32; const int k_CurvePrecision = 128; const float k_CurveStep = 1f / k_CurvePrecision; Texture2D m_GradingCurves; Color[] m_pixels = new Color[k_CurvePrecision * 2]; public override bool active { get { return model.enabled && !context.interrupted; } } // An analytical model of chromaticity of the standard illuminant, by Judd et al. // http://en.wikipedia.org/wiki/Standard_illuminant#Illuminant_series_D // Slightly modifed to adjust it with the D65 white point (x=0.31271, y=0.32902). float StandardIlluminantY(float x) { return 2.87f * x - 3f * x * x - 0.27509507f; } // CIE xy chromaticity to CAT02 LMS. // http://en.wikipedia.org/wiki/LMS_color_space#CAT02 Vector3 CIExyToLMS(float x, float y) { float Y = 1f; float X = Y * x / y; float Z = Y * (1f - x - y) / y; float L = 0.7328f * X + 0.4296f * Y - 0.1624f * Z; float M = -0.7036f * X + 1.6975f * Y + 0.0061f * Z; float S = 0.0030f * X + 0.0136f * Y + 0.9834f * Z; return new Vector3(L, M, S); } Vector3 CalculateColorBalance(float temperature, float tint) { // Range ~[-1.8;1.8] ; using higher ranges is unsafe float t1 = temperature / 55f; float t2 = tint / 55f; // Get the CIE xy chromaticity of the reference white point. // Note: 0.31271 = x value on the D65 white point float x = 0.31271f - t1 * (t1 < 0f ? 0.1f : 0.05f); float y = StandardIlluminantY(x) + t2 * 0.05f; // Calculate the coefficients in the LMS space. var w1 = new Vector3(0.949237f, 1.03542f, 1.08728f); // D65 white point var w2 = CIExyToLMS(x, y); return new Vector3(w1.x / w2.x, w1.y / w2.y, w1.z / w2.z); } static Color NormalizeColor(Color c) { float sum = (c.r + c.g + c.b) / 3f; if (Mathf.Approximately(sum, 0f)) return new Color(1f, 1f, 1f, c.a); return new Color { r = c.r / sum, g = c.g / sum, b = c.b / sum, a = c.a }; } static Vector3 ClampVector(Vector3 v, float min, float max) { return new Vector3( Mathf.Clamp(v.x, min, max), Mathf.Clamp(v.y, min, max), Mathf.Clamp(v.z, min, max) ); } public static Vector3 GetLiftValue(Color lift) { const float kLiftScale = 0.1f; var nLift = NormalizeColor(lift); float avgLift = (nLift.r + nLift.g + nLift.b) / 3f; // Getting some artifacts when going into the negatives using a very low offset (lift.a) with non ACES-tonemapping float liftR = (nLift.r - avgLift) * kLiftScale + lift.a; float liftG = (nLift.g - avgLift) * kLiftScale + lift.a; float liftB = (nLift.b - avgLift) * kLiftScale + lift.a; return ClampVector(new Vector3(liftR, liftG, liftB), -1f, 1f); } public static Vector3 GetGammaValue(Color gamma) { const float kGammaScale = 0.5f; const float kMinGamma = 0.01f; var nGamma = NormalizeColor(gamma); float avgGamma = (nGamma.r + nGamma.g + nGamma.b) / 3f; gamma.a *= gamma.a < 0f ? 0.8f : 5f; float gammaR = Mathf.Pow(2f, (nGamma.r - avgGamma) * kGammaScale) + gamma.a; float gammaG = Mathf.Pow(2f, (nGamma.g - avgGamma) * kGammaScale) + gamma.a; float gammaB = Mathf.Pow(2f, (nGamma.b - avgGamma) * kGammaScale) + gamma.a; float invGammaR = 1f / Mathf.Max(kMinGamma, gammaR); float invGammaG = 1f / Mathf.Max(kMinGamma, gammaG); float invGammaB = 1f / Mathf.Max(kMinGamma, gammaB); return ClampVector(new Vector3(invGammaR, invGammaG, invGammaB), 0f, 5f); } public static Vector3 GetGainValue(Color gain) { const float kGainScale = 0.5f; var nGain = NormalizeColor(gain); float avgGain = (nGain.r + nGain.g + nGain.b) / 3f; gain.a *= gain.a > 0f ? 3f : 1f; float gainR = Mathf.Pow(2f, (nGain.r - avgGain) * kGainScale) + gain.a; float gainG = Mathf.Pow(2f, (nGain.g - avgGain) * kGainScale) + gain.a; float gainB = Mathf.Pow(2f, (nGain.b - avgGain) * kGainScale) + gain.a; return ClampVector(new Vector3(gainR, gainG, gainB), 0f, 4f); } public static void CalculateLiftGammaGain(Color lift, Color gamma, Color gain, out Vector3 outLift, out Vector3 outGamma, out Vector3 outGain) { outLift = GetLiftValue(lift); outGamma = GetGammaValue(gamma); outGain = GetGainValue(gain); } public static Vector3 GetSlopeValue(Color slope) { const float kSlopeScale = 0.1f; var nSlope = NormalizeColor(slope); float avgSlope = (nSlope.r + nSlope.g + nSlope.b) / 3f; slope.a *= 0.5f; float slopeR = (nSlope.r - avgSlope) * kSlopeScale + slope.a + 1f; float slopeG = (nSlope.g - avgSlope) * kSlopeScale + slope.a + 1f; float slopeB = (nSlope.b - avgSlope) * kSlopeScale + slope.a + 1f; return ClampVector(new Vector3(slopeR, slopeG, slopeB), 0f, 2f); } public static Vector3 GetPowerValue(Color power) { const float kPowerScale = 0.1f; const float minPower = 0.01f; var nPower = NormalizeColor(power); float avgPower = (nPower.r + nPower.g + nPower.b) / 3f; power.a *= 0.5f; float powerR = (nPower.r - avgPower) * kPowerScale + power.a + 1f; float powerG = (nPower.g - avgPower) * kPowerScale + power.a + 1f; float powerB = (nPower.b - avgPower) * kPowerScale + power.a + 1f; float invPowerR = 1f / Mathf.Max(minPower, powerR); float invPowerG = 1f / Mathf.Max(minPower, powerG); float invPowerB = 1f / Mathf.Max(minPower, powerB); return ClampVector(new Vector3(invPowerR, invPowerG, invPowerB), 0.5f, 2.5f); } public static Vector3 GetOffsetValue(Color offset) { const float kOffsetScale = 0.05f; var nOffset = NormalizeColor(offset); float avgOffset = (nOffset.r + nOffset.g + nOffset.b) / 3f; offset.a *= 0.5f; float offsetR = (nOffset.r - avgOffset) * kOffsetScale + offset.a; float offsetG = (nOffset.g - avgOffset) * kOffsetScale + offset.a; float offsetB = (nOffset.b - avgOffset) * kOffsetScale + offset.a; return ClampVector(new Vector3(offsetR, offsetG, offsetB), -0.8f, 0.8f); } public static void CalculateSlopePowerOffset(Color slope, Color power, Color offset, out Vector3 outSlope, out Vector3 outPower, out Vector3 outOffset) { outSlope = GetSlopeValue(slope); outPower = GetPowerValue(power); outOffset = GetOffsetValue(offset); } TextureFormat GetCurveFormat() { if (SystemInfo.SupportsTextureFormat(TextureFormat.RGBAHalf)) return TextureFormat.RGBAHalf; return TextureFormat.RGBA32; } Texture2D GetCurveTexture() { if (m_GradingCurves == null) { m_GradingCurves = new Texture2D(k_CurvePrecision, 2, GetCurveFormat(), false, true) { name = "Internal Curves Texture", hideFlags = HideFlags.DontSave, anisoLevel = 0, wrapMode = TextureWrapMode.Clamp, filterMode = FilterMode.Bilinear }; } var curves = model.settings.curves; curves.hueVShue.Cache(); curves.hueVSsat.Cache(); for (int i = 0; i < k_CurvePrecision; i++) { float t = i * k_CurveStep; // HSL float x = curves.hueVShue.Evaluate(t); float y = curves.hueVSsat.Evaluate(t); float z = curves.satVSsat.Evaluate(t); float w = curves.lumVSsat.Evaluate(t); m_pixels[i] = new Color(x, y, z, w); // YRGB float m = curves.master.Evaluate(t); float r = curves.red.Evaluate(t); float g = curves.green.Evaluate(t); float b = curves.blue.Evaluate(t); m_pixels[i + k_CurvePrecision] = new Color(r, g, b, m); } m_GradingCurves.SetPixels(m_pixels); m_GradingCurves.Apply(false, false); return m_GradingCurves; } bool IsLogLutValid(RenderTexture lut) { return lut != null && lut.IsCreated() && lut.height == k_InternalLogLutSize; } RenderTextureFormat GetLutFormat() { if (SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.ARGBHalf)) return RenderTextureFormat.ARGBHalf; return RenderTextureFormat.ARGB32; } void GenerateLut() { var settings = model.settings; if (!IsLogLutValid(model.bakedLut)) { GraphicsUtils.Destroy(model.bakedLut); model.bakedLut = new RenderTexture(k_InternalLogLutSize * k_InternalLogLutSize, k_InternalLogLutSize, 0, GetLutFormat()) { name = "Color Grading Log LUT", hideFlags = HideFlags.DontSave, filterMode = FilterMode.Bilinear, wrapMode = TextureWrapMode.Clamp, anisoLevel = 0 }; } var lutMaterial = context.materialFactory.Get("Hidden/Post FX/Lut Generator"); lutMaterial.SetVector(Uniforms._LutParams, new Vector4( k_InternalLogLutSize, 0.5f / (k_InternalLogLutSize * k_InternalLogLutSize), 0.5f / k_InternalLogLutSize, k_InternalLogLutSize / (k_InternalLogLutSize - 1f)) ); // Tonemapping lutMaterial.shaderKeywords = null; var tonemapping = settings.tonemapping; switch (tonemapping.tonemapper) { case ColorGradingModel.Tonemapper.Neutral: { lutMaterial.EnableKeyword("TONEMAPPING_NEUTRAL"); const float scaleFactor = 20f; const float scaleFactorHalf = scaleFactor * 0.5f; float inBlack = tonemapping.neutralBlackIn * scaleFactor + 1f; float outBlack = tonemapping.neutralBlackOut * scaleFactorHalf + 1f; float inWhite = tonemapping.neutralWhiteIn / scaleFactor; float outWhite = 1f - tonemapping.neutralWhiteOut / scaleFactor; float blackRatio = inBlack / outBlack; float whiteRatio = inWhite / outWhite; const float a = 0.2f; float b = Mathf.Max(0f, Mathf.LerpUnclamped(0.57f, 0.37f, blackRatio)); float c = Mathf.LerpUnclamped(0.01f, 0.24f, whiteRatio); float d = Mathf.Max(0f, Mathf.LerpUnclamped(0.02f, 0.20f, blackRatio)); const float e = 0.02f; const float f = 0.30f; lutMaterial.SetVector(Uniforms._NeutralTonemapperParams1, new Vector4(a, b, c, d)); lutMaterial.SetVector(Uniforms._NeutralTonemapperParams2, new Vector4(e, f, tonemapping.neutralWhiteLevel, tonemapping.neutralWhiteClip / scaleFactorHalf)); break; } case ColorGradingModel.Tonemapper.ACES: { lutMaterial.EnableKeyword("TONEMAPPING_FILMIC"); break; } } // Color balance & basic grading settings lutMaterial.SetFloat(Uniforms._HueShift, settings.basic.hueShift / 360f); lutMaterial.SetFloat(Uniforms._Saturation, settings.basic.saturation); lutMaterial.SetFloat(Uniforms._Contrast, settings.basic.contrast); lutMaterial.SetVector(Uniforms._Balance, CalculateColorBalance(settings.basic.temperature, settings.basic.tint)); // Lift / Gamma / Gain Vector3 lift, gamma, gain; CalculateLiftGammaGain( settings.colorWheels.linear.lift, settings.colorWheels.linear.gamma, settings.colorWheels.linear.gain, out lift, out gamma, out gain ); lutMaterial.SetVector(Uniforms._Lift, lift); lutMaterial.SetVector(Uniforms._InvGamma, gamma); lutMaterial.SetVector(Uniforms._Gain, gain); // Slope / Power / Offset Vector3 slope, power, offset; CalculateSlopePowerOffset( settings.colorWheels.log.slope, settings.colorWheels.log.power, settings.colorWheels.log.offset, out slope, out power, out offset ); lutMaterial.SetVector(Uniforms._Slope, slope); lutMaterial.SetVector(Uniforms._Power, power); lutMaterial.SetVector(Uniforms._Offset, offset); // Channel mixer lutMaterial.SetVector(Uniforms._ChannelMixerRed, settings.channelMixer.red); lutMaterial.SetVector(Uniforms._ChannelMixerGreen, settings.channelMixer.green); lutMaterial.SetVector(Uniforms._ChannelMixerBlue, settings.channelMixer.blue); // Selective grading & YRGB curves lutMaterial.SetTexture(Uniforms._Curves, GetCurveTexture()); // Generate the lut Graphics.Blit(null, model.bakedLut, lutMaterial, 0); } public override void Prepare(Material uberMaterial) { if (model.isDirty || !IsLogLutValid(model.bakedLut)) { GenerateLut(); model.isDirty = false; } uberMaterial.EnableKeyword( context.profile.debugViews.IsModeActive(DebugMode.PreGradingLog) ? "COLOR_GRADING_LOG_VIEW" : "COLOR_GRADING" ); var bakedLut = model.bakedLut; uberMaterial.SetTexture(Uniforms._LogLut, bakedLut); uberMaterial.SetVector(Uniforms._LogLut_Params, new Vector3(1f / bakedLut.width, 1f / bakedLut.height, bakedLut.height - 1f)); float ev = Mathf.Exp(model.settings.basic.postExposure * 0.69314718055994530941723212145818f); uberMaterial.SetFloat(Uniforms._ExposureEV, ev); } public void OnGUI() { var bakedLut = model.bakedLut; var rect = new Rect(context.viewport.x * Screen.width + 8f, 8f, bakedLut.width, bakedLut.height); GUI.DrawTexture(rect, bakedLut); } public override void OnDisable() { GraphicsUtils.Destroy(m_GradingCurves); GraphicsUtils.Destroy(model.bakedLut); m_GradingCurves = null; model.bakedLut = null; } } }