//#region Includes #include "FXShaders/API.fxh" #include "FXShaders/Canvas.fxh" #include "FXShaders/Common.fxh" #include "FXShaders/Convolution.fxh" #include "FXShaders/Math.fxh" #include "FXShaders/Tonemap.fxh" //#endregion //#region Preprocessor Directives #ifndef MAGIC_HDR_BLUR_SAMPLES #define MAGIC_HDR_BLUR_SAMPLES 13 #endif #if MAGIC_HDR_BLUR_SAMPLES < 1 #error "Blur samples cannot be less than 1" #endif #ifndef MAGIC_HDR_DOWNSAMPLE #define MAGIC_HDR_DOWNSAMPLE 4 #endif #if MAGIC_HDR_DOWNSAMPLE < 1 #error "Downsample cannot be less than 1x" #endif #ifndef MAGIC_HDR_SRGB_INPUT #define MAGIC_HDR_SRGB_INPUT 1 #endif #ifndef MAGIC_HDR_SRGB_OUTPUT #define MAGIC_HDR_SRGB_OUTPUT 1 #endif #ifndef MAGIC_HDR_ENABLE_ADAPTATION #define MAGIC_HDR_ENABLE_ADAPTATION 0 #endif //#endregion namespace FXShaders { //#region Constants static const int2 DownsampleAmount = MAGIC_HDR_DOWNSAMPLE; static const int BlurSamples = MAGIC_HDR_BLUR_SAMPLES; static const float2 AdaptFocusPointDebugSize = 10.0; static const int InvTonemap_Reinhard = 0, InvTonemap_Lottes = 1, InvTonemap_Unreal3 = 2, InvTonemap_NarkowiczACES = 3, InvTonemap_Uncharted2Filmic = 4, InvTonemap_BakingLabACES = 5; static const int Tonemap_Reinhard = 0, Tonemap_Lottes = 1, Tonemap_Unreal3 = 2, Tonemap_NarkowiczACES = 3, Tonemap_Uncharted2Filmic = 4, Tonemap_BakingLabACES = 5; //#endregion //#region Uniforms FXSHADERS_WIP_WARNING(); FXSHADERS_CREDITS(); FXSHADERS_HELP( "This effect allows you to add both bloom and tonemapping, drastically " "changing the mood of the image.\n" "\n" "Care should be taken to select an appropriate inverse tonemapper that can " "accurately extract HDR information from the original image.\n" "HDR10 users should also take care to select a tonemapper that's " "compatible with what the HDR monitor is expecting from the LDR output of " "the game, which *is* tonemapped too.\n" "\n" "Available preprocessor directives:\n" "\n" "MAGIC_HDR_BLUR_SAMPLES:\n" " Determines how many pixels are sampled during each blur pass for the " "bloom effect.\n" " This value directly influences the Blur Size, so the more samples the " "bigger the blur size can be.\n" " Setting MAGIC_HDR_DOWNSAMPLE above 1x will also increase the blur size " "to compensate for the lower resolution. This effect may be desirable, " "however.\n" "\n" "MAGIC_HDR_DOWNSAMPLE:\n" " Serves to divide the resolution of the textures used for processing the " "bloom effect.\n" " Leave at 1x for maximum detail, 2x or 4x should still be fine.\n" " Values too high may introduce flickering.\n" ); uniform float InputExposure < ui_category = "Tonemapping"; ui_label = "Input Exposure"; ui_tooltip = "Approximate exposure of the original image.\n" "This value is measured in f-stops.\n" "\nDefault: 1.0"; ui_type = "slider"; ui_min = -3.0; ui_max = 3.0; > = 0.0; uniform float Exposure < ui_category = "Tonemapping"; ui_label = "Output Exposure"; ui_tooltip = "Exposure applied at the end of the effect.\n" "This value is measured in f-stops.\n" "\nDefault: 1.0"; ui_type = "slider"; ui_min = -3.0; ui_max = 3.0; > = 0.0; uniform int InvTonemap < ui_category = "Tonemapping"; ui_label = "Inverse Tonemapper"; ui_tooltip = "The inverse tonemapping operator used to obtain HDR information.\n" "\nDefault: Reinhard"; ui_type = "combo"; ui_items = "Reinhard\0Lottes\0Unreal 3\0Narkowicz ACES\0Uncharted 2 Filmic\0Baking Lab ACES\0"; > = InvTonemap_Reinhard; uniform int Tonemap < ui_category = "Tonemapping"; ui_label = "Output Tonemapper"; ui_tooltip = "The tonemapping operator applied at the end of the effect.\n" "\nDefault: Baking Lab ACES"; ui_type = "combo"; ui_items = "Reinhard\0Lottes\0Unreal 3\0Narkowicz ACES\0Uncharted 2 Filmic\0Baking Lab ACES\0"; > = Tonemap_BakingLabACES; uniform float BloomAmount < ui_category = "Bloom"; ui_category_closed = true; ui_label = "Amount"; ui_tooltip = "The amount of bloom to apply to the image.\n" "\nDefault: 0.3"; ui_type = "slider"; ui_min = 0.0; ui_max = 1.0; > = 0.3; uniform float BloomBrightness < ui_category = "Bloom"; ui_label = "Brightness"; ui_tooltip = "This value is used to multiply the bloom texture brightness.\n" "This is different from the amount in it directly affects the " "brightness, rather than acting as a percentage of blending between " "the HDR color and the bloom color.\n" "\nDefault: 3.0"; ui_type = "slider"; ui_min = 1.0; ui_max = 5.0; > = 3.0; uniform float BloomSaturation < ui_category = "Bloom"; ui_label = "Saturation"; ui_tooltip = "Determines the saturation of bloom.\n" "\nDefault: 1.0"; ui_type = "slider"; ui_min = 0.0; ui_max = 2.0; > = 1.0; uniform float BlurSize < ui_category = "Bloom - Advanced"; ui_category_closed = true; ui_label = "Blur Size"; ui_tooltip = "The size of the gaussian blur applied to create the bloom effect.\n" "This value is directly influenced by the values of " "MAGIC_HDR_BLUR_SAMPLES and MAGIC_HDR_DOWNSAMPLE.\n" "\nDefault: 0.5"; ui_type = "slider"; ui_min = 0.01; ui_max = 1.0; > = 0.5; uniform float BlendingAmount < ui_category = "Bloom - Advanced"; ui_label = "Blending Amount"; ui_tooltip = "How much to blend the various bloom textures used internally.\n" "Reducing this value will make the bloom more uniform, with less " "variation.\n" "\nDefault: 0.5"; ui_type = "slider"; ui_min = 0.1; ui_max = 1.0; > = 0.5; uniform float BlendingBase < ui_category = "Bloom - Advanced"; ui_label = "Blending Base"; ui_tooltip = "Determines the base bloom size when blending.\n" "It's more effective with a lower Blending Amount.\n" "\nDefault: 0.8"; ui_type = "slider"; ui_min = 0.0; ui_max = 1.0; > = 0.8; #if MAGIC_HDR_ENABLE_ADAPTATION uniform float AdaptTime < ui_category = "Adaptation"; ui_category_closed = true; ui_label = "Delay"; ui_tooltip = "Determines the time in seconds it takes for adaptation to transition " "between the previous value and the next.\n" "\nDefault: 1.0"; ui_type = "drag"; ui_min = 0.0; ui_max = 10.0; ui_step = 0.001; > = 1.0; uniform float2 AdaptMinMax < ui_category = "Adaptation"; ui_label = "Range"; ui_tooltip = "Determines the minimum and maximum values for adaptation, " "respectively.\n" "Increasing the minimum will reduce how bright the image can become.\n" "Decreasing the maximum will reduce how dark the image can become.\n" "\nDefault: 0.0 1.0"; ui_type = "drag"; ui_min = 0.0; ui_max = 3.0; ui_step = 0.001; > = float2(0.0, 1.0); uniform float AdaptSensitivity < ui_category = "Adaptation - Advanced"; ui_category_closed = true; ui_label = "Sensitivity"; ui_tooltip = "Determines the sensitivity of adaptation towards bright objects.\n" "\nDefault: 1.0"; ui_type = "slider"; ui_min = 0.0; ui_max = 2.0; > = 1.0; uniform float AdaptPrecision < ui_category = "Adaptation - Advanced"; ui_label = "Precision"; ui_tooltip = "Determines which parts of the image influence adaptation more.\n" "At 0.0, adaptation is influenced by the entire image equally.\n" "At 1.0, adaptation will be influenced by objects closer to the Focus " "Point more than the rest of the scene.\n" "\nDefault: 0.0"; ui_type = "slider"; ui_min = 0.0; ui_max = 1.0; > = 0.0; uniform float2 AdaptPoint < ui_category = "Adaptation - Advanced"; ui_label = "Focus Point"; ui_tooltip = "Determines the point on the screen that is used for determining the " "adaptation value.\n" "The first value determines the horizontal position, from left to " "right.\n" "The second value determines the vertical position, from top to " "bottom.\n" "(0.5, 0.5) is the screen center.\n" "\nDefault: 0.5 0.5"; ui_type = "drag"; ui_min = 0.0; ui_max = 1.0; ui_step = 0.001; > = 0.5; uniform float FrameTime ; #endif uniform bool ShowBloom < ui_category = "Debug"; ui_category_closed = true; ui_label = "Show Bloom"; ui_tooltip = "Displays the bloom texture.\n" "\nDefault: Off"; > = false; #if MAGIC_HDR_ENABLE_ADAPTATION uniform bool ShowAdapt < ui_category = "Debug"; ui_label = "Show Adaptation"; ui_tooltip = "Displays the texture used for adaptation and the focus point.\n" "\nDefault: Off"; > = false; #endif //#endregion //#region Textures texture ColorTex : COLOR; sampler Color { Texture = ColorTex; #if MAGIC_HDR_SRGB_INPUT SRGBTexture = true; #endif }; #define DEF_DOWNSAMPLED_TEX(name, downscale, maxMip) \ texture name##Tex \ { \ Width = BUFFER_WIDTH / DownsampleAmount.x / downscale; \ Height = BUFFER_HEIGHT / DownsampleAmount.y / downscale; \ Format = RGBA16F; \ MipLevels = maxMip; \ }; \ \ sampler name \ { \ Texture = name##Tex; \ } // This texture is used as a sort of "HDR backbuffer". DEF_DOWNSAMPLED_TEX(Temp, 1, 1); // These are the textures in which the many bloom LODs are stored. DEF_DOWNSAMPLED_TEX(Bloom0, 1, 1); DEF_DOWNSAMPLED_TEX(Bloom1, 2, 1); DEF_DOWNSAMPLED_TEX(Bloom2, 4, 1); DEF_DOWNSAMPLED_TEX(Bloom3, 8, 1); DEF_DOWNSAMPLED_TEX(Bloom4, 16, 1); DEF_DOWNSAMPLED_TEX(Bloom5, 32, 1); #if MAGIC_HDR_ENABLE_ADAPTATION #if FXSHADERS_API_IS(FXSHADERS_API_OPENGL) #define MAGIC_HDR_ADAPT_TEXTURE_RESOLUTION \ FXSHADERS_NPOT(FXSHADERS_MAX(BUFFER_WIDTH, BUFFER_HEIGHT) / 64) texture Bloom6Tex { Width = MAGIC_HDR_ADAPT_TEXTURE_RESOLUTION; Height = MAGIC_HDR_ADAPT_TEXTURE_RESOLUTION; Format = RGBA16F; MipLevels = FXSHADERS_GET_MAX_MIP( MAGIC_HDR_ADAPT_TEXTURE_RESOLUTION, MAGIC_HDR_ADAPT_TEXTURE_RESOLUTION); }; sampler Bloom6 { Texture = Bloom6Tex; }; #else DEF_DOWNSAMPLED_TEX( Bloom6, 64, FXSHADERS_GET_MAX_MIP(BUFFER_WIDTH / 64, BUFFER_HEIGHT / 64)); #endif #else DEF_DOWNSAMPLED_TEX(Bloom6, 64, 1); #endif #if MAGIC_HDR_ENABLE_ADAPTATION texture AdaptTex { Format = R32F; }; sampler Adapt { Texture = AdaptTex; }; texture LastAdaptTex { Format = R32F; }; sampler LastAdapt { Texture = LastAdaptTex; }; #endif //#endregion //#region Functions float3 ApplyInverseTonemap(float3 color, float2 uv) { switch (InvTonemap) { case InvTonemap_Reinhard: color = Tonemap::Reinhard::Inverse(color); break; case InvTonemap_Lottes: color = Tonemap::Lottes::Inverse(color); break; case InvTonemap_Unreal3: color = Tonemap::Unreal3::Inverse(color); break; case InvTonemap_NarkowiczACES: color = Tonemap::NarkowiczACES::Inverse(color); break; case InvTonemap_Uncharted2Filmic: color = Tonemap::Uncharted2Filmic::Inverse(color); break; case InvTonemap_BakingLabACES: color = Tonemap::BakingLabACES::Inverse(color); break; } color /= exp(InputExposure); return color; } float3 ApplyTonemap(float3 color, float2 uv) { float exposure = exp(Exposure); #if MAGIC_HDR_ENABLE_ADAPTATION exposure /= tex2Dfetch(Adapt, 0).x; #endif switch (Tonemap) { case Tonemap_Reinhard: color = Tonemap::Reinhard::Apply(color * exposure); break; case Tonemap_Lottes: color = Tonemap::Lottes::Apply(color * exposure); break; case Tonemap_Unreal3: color = Tonemap::Unreal3::Apply(color * exposure); break; case Tonemap_NarkowiczACES: color = Tonemap::NarkowiczACES::Apply(color * exposure); break; case Tonemap_Uncharted2Filmic: color = Tonemap::Uncharted2Filmic::Apply(color * exposure); break; case Tonemap_BakingLabACES: color = Tonemap::BakingLabACES::Apply(color * exposure); break; } return color; } float4 Blur(sampler sp, float2 uv, float2 dir) { float4 color = GaussianBlur1D( sp, uv, dir * GetPixelSize() * DownsampleAmount, sqrt(BlurSamples) * BlurSize, BlurSamples); return color; } #if MAGIC_HDR_ENABLE_ADAPTATION float GetAdaptSensitivity() { return log10(AdaptSensitivity + 1.0); } #endif //#endregion //#region Shaders float4 InverseTonemapPS( float4 p : SV_POSITION, float2 uv : TEXCOORD) : SV_TARGET { float4 color = tex2D(Color, uv); float saturation = (BloomSaturation > 1.0) ? pow(abs(BloomSaturation), 2.0) : BloomSaturation; color.rgb = saturate(ApplySaturation(color.rgb, saturation)); color.rgb = ApplyInverseTonemap(color.rgb, uv); // TODO: Saturation and other color filtering options? color.rgb *= exp(BloomBrightness); return color; } #define DEF_BLUR_SHADER(x, y, input, scale) \ float4 Blur##x##PS( \ float4 p : SV_POSITION, \ float2 uv : TEXCOORD) : SV_TARGET \ { \ return Blur(input, uv, float2(scale, 0.0)); \ } \ \ float4 Blur##y##PS( \ float4 p : SV_POSITION, \ float2 uv : TEXCOORD) : SV_TARGET \ { \ return Blur(Temp, uv, float2(0.0, scale)); \ } DEF_BLUR_SHADER(0, 1, Bloom0, 1) DEF_BLUR_SHADER(2, 3, Bloom0, 2) DEF_BLUR_SHADER(4, 5, Bloom1, 4) DEF_BLUR_SHADER(6, 7, Bloom2, 8) DEF_BLUR_SHADER(8, 9, Bloom3, 16) DEF_BLUR_SHADER(10, 11, Bloom4, 32) DEF_BLUR_SHADER(12, 13, Bloom5, 64) #if MAGIC_HDR_ENABLE_ADAPTATION float4 CalcAdaptPS( float4 p : SV_POSITION, float2 uv : TEXCOORD) : SV_TARGET { #if FXSHADERS_API_IS(FXSHADERS_API_OPENGL) float mip = FXSHADERS_GET_MAX_MIP( MAGIC_HDR_ADAPT_TEXTURE_RESOLUTION, MAGIC_HDR_ADAPT_TEXTURE_RESOLUTION); #else float mip = FXSHADERS_GET_MAX_MIP( BUFFER_WIDTH / 64, BUFFER_HEIGHT / 64); #endif mip *= AdaptPrecision; float3 color = tex2Dlod(Bloom6, float4(AdaptPoint, 0.0, mip)).rgb; float adapt = GetLumaLinear(color); // adapt = lerp(0.5, adapt, AdaptSensitivity); adapt *= GetAdaptSensitivity(); float2 minMax = AdaptMinMax; minMax = (minMax.x > minMax.y) ? minMax.yx : minMax; adapt = clamp(adapt, max(minMax.x, 0.001), minMax.y); if (AdaptTime > 0.001) { float last = tex2Dfetch(LastAdapt, 0).x; float dt = FrameTime * 0.001; adapt = lerp(last, adapt, saturate(dt / max(AdaptTime, 0.001))); } return adapt; } float4 SaveAdaptPS( float4 p : SV_POSITION, float2 uv : TEXCOORD) : SV_TARGET { return tex2Dfetch(Adapt, 0); } #endif float4 TonemapPS( float4 p : SV_POSITION, float2 uv : TEXCOORD) : SV_TARGET { #if MAGIC_HDR_ENABLE_ADAPTATION if (ShowAdapt) { float mip = FXSHADERS_GET_MAX_MIP( BUFFER_WIDTH / 64, BUFFER_HEIGHT / 64) * AdaptPrecision; float4 color = tex2Dlod(Bloom6, float4(uv, 0.0, mip)); color.rgb *= GetAdaptSensitivity(); //color.rgb = lerp(0.5, color.rgb, AdaptSensitivity); float2 res = GetResolution(); float2 coord = uv * res; float2 pointPos = AdaptPoint * res; float4 pointColor = float4(1.0 - color.rgb, color.a); pointColor.rgb = (abs(pointColor.rgb - color.rgb) < 0.1) ? pointColor.rgb * 1.5 : pointColor.rgb; float4 rect = ConvertToRect(pointPos, AdaptFocusPointDebugSize); FillRect(color, coord, rect, pointColor); return color; } #endif float4 color = tex2D(Color, uv); color.rgb = ApplyInverseTonemap(color.rgb, uv); float mean = BlendingBase * 7; float variance = BlendingAmount * 7; float4 bloom = tex2D(Bloom0, uv) * NormalDistribution(1, mean, variance) + tex2D(Bloom1, uv) * NormalDistribution(2, mean, variance) + tex2D(Bloom2, uv) * NormalDistribution(3, mean, variance) + tex2D(Bloom3, uv) * NormalDistribution(4, mean, variance) + tex2D(Bloom4, uv) * NormalDistribution(5, mean, variance) + tex2D(Bloom5, uv) * NormalDistribution(6, mean, variance) + tex2D(Bloom6, uv) * NormalDistribution(7, mean, variance); bloom /= 7; color.rgb = ShowBloom ? bloom.rgb : lerp(color.rgb, bloom.rgb, log10(BloomAmount + 1.0)); color.rgb = ApplyTonemap(color.rgb, uv); return color; } //#endregion //#region Technique technique MagicHDR { pass InverseTonemap { VertexShader = ScreenVS; PixelShader = InverseTonemapPS; RenderTarget = Bloom0Tex; } #define DEF_BLUR_PASS(index, x, y) \ pass Blur##x \ { \ VertexShader = ScreenVS; \ PixelShader = Blur##x##PS; \ RenderTarget = TempTex; \ } \ pass Blur##y \ { \ VertexShader = ScreenVS; \ PixelShader = Blur##y##PS; \ RenderTarget = Bloom##index##Tex; \ } DEF_BLUR_PASS(0, 0, 1) DEF_BLUR_PASS(1, 2, 3) DEF_BLUR_PASS(2, 4, 5) DEF_BLUR_PASS(3, 6, 7) DEF_BLUR_PASS(4, 8, 9) DEF_BLUR_PASS(5, 10, 11) DEF_BLUR_PASS(6, 12, 13) #if MAGIC_HDR_ENABLE_ADAPTATION pass CalcAdapt { VertexShader = ScreenVS; PixelShader = CalcAdaptPS; RenderTarget = AdaptTex; } pass SaveAdapt { VertexShader = ScreenVS; PixelShader = SaveAdaptPS; RenderTarget = LastAdaptTex; } #endif pass Tonemap { VertexShader = ScreenVS; PixelShader = TonemapPS; #if MAGIC_HDR_SRGB_OUTPUT SRGBWriteEnable = true; #endif } } //#endregion } // Namespace.