#ifndef __COLOR_GRADING__
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#define __COLOR_GRADING__
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#include "ACES.cginc"
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#include "Common.cginc"
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// Set to 1 to use more precise but more expensive log/linear conversions. I haven't found a proper
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// use case for the high precision version yet so I'm leaving this to 0.
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#define COLOR_GRADING_PRECISE_LOG 0
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//
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// Alexa LogC converters (El 1000)
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// See http://www.vocas.nl/webfm_send/964
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// It's a good fit to store HDR values in log as the range is pretty wide (1 maps to ~58.85666) and
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// is quick enough to compute.
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//
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struct ParamsLogC
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{
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half cut;
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half a, b, c, d, e, f;
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};
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static const ParamsLogC LogC =
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{
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0.011361, // cut
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5.555556, // a
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0.047996, // b
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0.244161, // c
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0.386036, // d
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5.301883, // e
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0.092819 // f
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};
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half LinearToLogC_Precise(half x)
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{
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half o;
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if (x > LogC.cut)
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o = LogC.c * log10(LogC.a * x + LogC.b) + LogC.d;
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else
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o = LogC.e * x + LogC.f;
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return o;
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}
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half3 LinearToLogC(half3 x)
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{
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#if COLOR_GRADING_PRECISE_LOG
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return half3(
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LinearToLogC_Precise(x.x),
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LinearToLogC_Precise(x.y),
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LinearToLogC_Precise(x.z)
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);
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#else
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return LogC.c * log10(LogC.a * x + LogC.b) + LogC.d;
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#endif
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}
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half LogCToLinear_Precise(half x)
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{
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half o;
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if (x > LogC.e * LogC.cut + LogC.f)
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o = (pow(10.0, (x - LogC.d) / LogC.c) - LogC.b) / LogC.a;
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else
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o = (x - LogC.f) / LogC.e;
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return o;
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}
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half3 LogCToLinear(half3 x)
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{
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#if COLOR_GRADING_PRECISE_LOG
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return half3(
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LogCToLinear_Precise(x.x),
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LogCToLinear_Precise(x.y),
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LogCToLinear_Precise(x.z)
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);
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#else
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return (pow(10.0, (x - LogC.d) / LogC.c) - LogC.b) / LogC.a;
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#endif
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}
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//
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// White balance
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// Recommended workspace: ACEScg (linear)
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//
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static const half3x3 LIN_2_LMS_MAT = {
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3.90405e-1, 5.49941e-1, 8.92632e-3,
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7.08416e-2, 9.63172e-1, 1.35775e-3,
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2.31082e-2, 1.28021e-1, 9.36245e-1
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};
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static const half3x3 LMS_2_LIN_MAT = {
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2.85847e+0, -1.62879e+0, -2.48910e-2,
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-2.10182e-1, 1.15820e+0, 3.24281e-4,
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-4.18120e-2, -1.18169e-1, 1.06867e+0
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};
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half3 WhiteBalance(half3 c, half3 balance)
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{
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half3 lms = mul(LIN_2_LMS_MAT, c);
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lms *= balance;
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return mul(LMS_2_LIN_MAT, lms);
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}
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//
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// Luminance (Rec.709 primaries according to ACES specs)
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//
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half AcesLuminance(half3 c)
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{
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return dot(c, half3(0.2126, 0.7152, 0.0722));
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}
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//
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// Offset, Power, Slope (ASC-CDL)
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// Works in Log & Linear. Results will be different but still correct.
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//
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half3 OffsetPowerSlope(half3 c, half3 offset, half3 power, half3 slope)
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{
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half3 so = c * slope + offset;
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so = so > (0.0).xxx ? pow(so, power) : so;
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return so;
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}
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//
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// Lift, Gamma (pre-inverted), Gain
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// Recommended workspace: ACEScg (linear)
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//
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half3 LiftGammaGain(half3 c, half3 lift, half3 invgamma, half3 gain)
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{
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//return gain * (lift * (1.0 - c) + pow(max(c, kEpsilon), invgamma));
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//return pow(gain * (c + lift * (1.0 - c)), invgamma);
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half3 power = invgamma;
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half3 offset = lift * gain;
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half3 slope = ((1.0).xxx - lift) * gain;
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return OffsetPowerSlope(c, offset, power, slope);
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}
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//
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// Saturation (should be used after offset/power/slope)
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// Recommended workspace: ACEScc (log)
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// Optimal range: [0.0, 2.0]
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//
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half3 Saturation(half3 c, half sat)
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{
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half luma = AcesLuminance(c);
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return luma.xxx + sat * (c - luma.xxx);
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}
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//
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// Basic contrast curve
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// Recommended workspace: ACEScc (log)
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// Optimal range: [0.0, 2.0]
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//
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half3 ContrastLog(half3 c, half con)
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{
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return (c - ACEScc_MIDGRAY) * con + ACEScc_MIDGRAY;
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}
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//
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// Hue, Saturation, Value
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// Ranges:
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// Hue [0.0, 1.0]
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// Sat [0.0, 1.0]
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// Lum [0.0, HALF_MAX]
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//
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half3 RgbToHsv(half3 c)
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{
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half4 K = half4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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half4 p = lerp(half4(c.bg, K.wz), half4(c.gb, K.xy), step(c.b, c.g));
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half4 q = lerp(half4(p.xyw, c.r), half4(c.r, p.yzx), step(p.x, c.r));
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half d = q.x - min(q.w, q.y);
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half e = EPSILON;
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return half3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
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}
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half3 HsvToRgb(half3 c)
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{
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half4 K = half4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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half3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www);
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return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y);
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}
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half RotateHue(half value, half low, half hi)
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{
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return (value < low)
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? value + hi
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: (value > hi)
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? value - hi
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: value;
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}
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//
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// Remaps Y/R/G/B values
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//
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half3 YrgbCurve(half3 c, sampler2D curveTex)
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{
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const float kHalfPixel = (1.0 / 128.0) / 2.0;
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// Y
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c += kHalfPixel.xxx;
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float mr = tex2D(curveTex, float2(c.r, 0.75)).a;
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float mg = tex2D(curveTex, float2(c.g, 0.75)).a;
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float mb = tex2D(curveTex, float2(c.b, 0.75)).a;
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c = saturate(float3(mr, mg, mb));
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// RGB
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c += kHalfPixel.xxx;
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float r = tex2D(curveTex, float2(c.r, 0.75)).r;
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float g = tex2D(curveTex, float2(c.g, 0.75)).g;
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float b = tex2D(curveTex, float2(c.b, 0.75)).b;
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return saturate(half3(r, g, b));
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}
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//
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// (X) Hue VS Hue - Remaps hue on a curve according to the current hue
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// Input is Hue [0.0, 1.0]
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// Output is Hue [0.0, 1.0]
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//
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half SecondaryHueHue(half hue, sampler2D curveTex)
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{
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half offset = saturate(tex2D(curveTex, half2(hue, 0.25)).x) - 0.5;
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hue += offset;
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hue = RotateHue(hue, 0.0, 1.0);
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return hue;
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}
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//
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// (Y) Hue VS Saturation - Remaps saturation on a curve according to the current hue
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// Input is Hue [0.0, 1.0]
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// Output is Saturation multiplier [0.0, 2.0]
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//
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half SecondaryHueSat(half hue, sampler2D curveTex)
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{
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return saturate(tex2D(curveTex, half2(hue, 0.25)).y) * 2.0;
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}
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//
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// (Z) Saturation VS Saturation - Remaps saturation on a curve according to the current saturation
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// Input is Saturation [0.0, 1.0]
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// Output is Saturation multiplier [0.0, 2.0]
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//
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half SecondarySatSat(half sat, sampler2D curveTex)
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{
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return saturate(tex2D(curveTex, half2(sat, 0.25)).z) * 2.0;
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}
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//
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// (W) Luminance VS Saturation - Remaps saturation on a curve according to the current luminance
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// Input is Luminance [0.0, 1.0]
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// Output is Saturation multiplier [0.0, 2.0]
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//
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half SecondaryLumSat(half lum, sampler2D curveTex)
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{
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return saturate(tex2D(curveTex, half2(lum, 0.25)).w) * 2.0;
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}
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//
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// Channel mixing (same as Photoshop's and DaVinci's Resolve)
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// Recommended workspace: ACEScg (linear)
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// Input mixers should be in range [-2.0;2.0]
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//
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half3 ChannelMixer(half3 c, half3 red, half3 green, half3 blue)
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{
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return half3(
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dot(c, red),
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dot(c, green),
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dot(c, blue)
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);
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}
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//
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// LUT grading
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// scaleOffset = (1 / lut_width, 1 / lut_height, lut_height - 1)
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//
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half3 ApplyLut2d(sampler2D tex, half3 uvw, half3 scaleOffset)
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{
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// Strip format where `height = sqrt(width)`
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uvw.z *= scaleOffset.z;
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half shift = floor(uvw.z);
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uvw.xy = uvw.xy * scaleOffset.z * scaleOffset.xy + scaleOffset.xy * 0.5;
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uvw.x += shift * scaleOffset.y;
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uvw.xyz = lerp(tex2D(tex, uvw.xy).rgb, tex2D(tex, uvw.xy + half2(scaleOffset.y, 0)).rgb, uvw.z - shift);
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return uvw;
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}
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half3 ApplyLut3d(sampler3D tex, half3 uvw)
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{
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return tex3D(tex, uvw).rgb;
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}
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#endif // __COLOR_GRADING__
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