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Silly-Home/Assets/Filamented/FilamentCommonGraphics.cginc

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HLSL

#ifndef FILAMENT_COMMON_GRAPHICS
#define FILAMENT_COMMON_GRAPHICS
//------------------------------------------------------------------------------
// Common color operations
//------------------------------------------------------------------------------
/**
* Computes the luminance of the specified linear RGB color using the
* luminance coefficients from Rec. 709.
*
* @public-api
*/
half luminance(const half3 linearCol) {
return dot(linearCol, half3(0.2126, 0.7152, 0.0722));
}
/**
* Computes the pre-exposed intensity using the specified intensity and exposure.
* This function exists to force high precision on the two parameters
* ...Which isn't applicable yet.
*/
half computePreExposedIntensity(const float intensity, const float exposure) {
return intensity * exposure;
}
void unpremultiply(inout half4 color) {
color.rgb /= max(color.a, FLT_EPS);
}
/**
* Applies a full range YCbCr to sRGB conversion and returns an RGB color.
*
* @public-api
*/
half3 ycbcrToRgb(half luminance, half2 cbcr) {
// Taken from https://developer.apple.com/documentation/arkit/arframe/2867984-capturedimage
const half4x4 ycbcrToRgbTransform = {
1.0000, 1.0000, 1.0000, 0.0000,
0.0000, -0.3441, 1.7720, 0.0000,
1.4020, -0.7141, 0.0000, 0.0000,
-0.7010, 0.5291, -0.8860, 1.0000
};
return mul(ycbcrToRgbTransform, half4(luminance, cbcr, 1.0)).rgb;
}
//------------------------------------------------------------------------------
// Tone mapping operations
//------------------------------------------------------------------------------
/*
* The input must be in the [0, 1] range.
*/
half3 Inverse_Tonemap_Unreal(const half3 x) {
return (x * -0.155) / (x - 1.019);
}
/**
* Applies the inverse of the tone mapping operator to the specified HDR or LDR
* sRGB (non-linear) color and returns a linear sRGB color. The inverse tone mapping
* operator may be an approximation of the real inverse operation.
*
* @public-api
*/
half3 inverseTonemapSRGB(half3 color) {
// sRGB input
color = clamp(color, 0.0, 1.0);
return Inverse_Tonemap_Unreal(color);
}
/**
* Applies the inverse of the tone mapping operator to the specified HDR or LDR
* linear RGB color and returns a linear RGB color. The inverse tone mapping operator
* may be an approximation of the real inverse operation.
*
* @public-api
*/
half3 inverseTonemap(half3 linearCol) {
// Linear input
linearCol = clamp(linearCol, 0.0, 1.0);
return Inverse_Tonemap_Unreal(pow(linearCol, 1.0 / 2.2));
}
//------------------------------------------------------------------------------
// Common texture operations
//------------------------------------------------------------------------------
/**
* Decodes the specified RGBM value to linear HDR RGB.
*/
half3 decodeRGBM(half4 c) {
c.rgb *= (c.a * 16.0);
return c.rgb * c.rgb;
}
//------------------------------------------------------------------------------
// Common debug
//------------------------------------------------------------------------------
half3 heatmap(half v) {
half3 r = v * 2.1 - half3(1.8, 1.14, 0.3);
return 1.0 - r * r;
}
half3 uintToColorDebug(uint v) {
if (v == 0u) {
return half3(0.0, 1.0, 0.0); // green
} else if (v == 1u) {
return half3(0.0, 0.0, 1.0); // blue
} else if (v == 2u) {
return half3(1.0, 1.0, 0.0); // yellow
} else if (v == 3u) {
return half3(1.0, 0.0, 0.0); // red
} else if (v == 4u) {
return half3(1.0, 0.0, 1.0); // purple
} else if (v == 5u) {
return half3(0.0, 1.0, 1.0); // cyan
}
}
#endif // FILAMENT_COMMON_GRAPHICS