//RWTexture2D outputTexture : register(u0); Texture2D inputTexture : register(t0); sampler texSampler : register(s0); cbuffer ParamConstants : register(b0) { float Mode; float CorrectGamma; float GammaValue; float Exposure; } struct vsOutput { float4 position : SV_POSITION; float2 texCoord : TEXCOORD; }; float3 uncharted2Tonemap(const float3 x) { const float A = 0.15; const float B = 0.50; const float C = 0.10; const float D = 0.20; const float E = 0.02; const float F = 0.30; return ((x * (A * x + C * B) + D * E) / (x * (A * x + B) + D * F)) - E / F; } float3 tonemapUncharted2(const float3 color) { const float W = 3;//11.2; const float exposureBias = 2.0; float3 curr = uncharted2Tonemap(exposureBias * color); float3 whiteScale = 1.0 / uncharted2Tonemap(float3(W.xxx)); return curr * whiteScale; } // Based on Filmic Tonemapping Operators http://filmicgames.com/archives/75 float3 tonemapFilmic(const float3 color) { float3 x = max(float3(0,0,0), color - 0.004); return (x * (6.2 * x + 0.5)) / (x * (6.2 * x + 1.7) + 0.06); } // https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/ float3 tonemapAcesFilm(const float3 x) { const float a = 2.51; const float b = 0.03; const float c = 2.43; const float d = 0.59; const float e = 0.14; return clamp((x * (a * x + b)) / (x * (c * x + d ) + e), 0.0, 1.0); } float3 tonemapReinhard(const float3 color) { return color / (color + 1); } float3 tonemapAgX(float3 col, bool punchy) { // Input transform col = mul(col, float3x3(0.842, 0.0423, 0.0424,0.0784, 0.878, 0.0784,0.0792, 0.0792, 0.879)); // Log2 space encoding col = clamp((log2(col) + 12.47393) / 16.5, 0.0, 1.0); // Apply sigmoid approximation col = 0.5 + 0.5 * sin(((-3.11 * col + 6.42) * col - 0.378) * col - 1.44); if(punchy) { float luma = dot(col, float3(0.216, 0.7152, 0.0722)); col = lerp(float3(luma, luma, luma), pow(col, float3(1.35, 1.35, 1.35)), 1.4); } // EOTF col = mul(col, float3x3( 1.2, -0.053, -0.053, -0.1, 1.15, -0.1, -0.1, -0.1, 1.15 )); return col; } float4 psMain(vsOutput psInput) : SV_TARGET { float2 uv = psInput.texCoord; float4 c = inputTexture.SampleLevel(texSampler, uv, 0.0); c.rgb *= Exposure; if(Mode < 0.5) { c= float4( tonemapAcesFilm(c.rgb), 1); } else if (Mode < 1.5) { c= float4( tonemapReinhard(c.rgb), 1); } else if (Mode < 2.5) { c.rgb= pow(c.rgb, 2.2); c= float4( tonemapFilmic(c.rgb), 1); } else if (Mode < 3.5) { c= float4( tonemapUncharted2(c.rgb), 1); } else if(Mode < 4.5) { c.rgb = pow(c.rgb, 2.2); c= float4(tonemapAgX(c.rgb, false),1); } else if(Mode < 4.5) { c.rgb = pow(c.rgb, 2.2); c= float4(tonemapAgX(c.rgb, true),1); } if(CorrectGamma > 0.5) { float gamma = GammaValue; c.rgb = pow(c.rgb , 1.0/gamma); } return c; }