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https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
Use ACES tone mapping
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@@ -0,0 +1,52 @@
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//=================================================================================================
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//
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// Baking Lab
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// by MJP and David Neubelt
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// http://mynameismjp.wordpress.com/
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//
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// All code licensed under the MIT license
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//
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//=================================================================================================
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// The code in this file was originally written by Stephen Hill (@self_shadow), who deserves all
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// credit for coming up with this fit and implementing it. Buy him a beer next time you see him. :)
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// Source: https://github.com/TheRealMJP/BakingLab/blob/master/BakingLab/ACES.hlsl
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// sRGB => XYZ => D65_2_D60 => AP1 => RRT_SAT
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static const float3x3 ACESInputMat =
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{
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{0.59719, 0.35458, 0.04823},
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{0.07600, 0.90834, 0.01566},
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{0.02840, 0.13383, 0.83777}
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};
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// ODT_SAT => XYZ => D60_2_D65 => sRGB
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static const float3x3 ACESOutputMat =
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{
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{ 1.60475, -0.53108, -0.07367},
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{-0.10208, 1.10813, -0.00605},
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{-0.00327, -0.07276, 1.07602}
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};
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float3 RRTAndODTFit(float3 v)
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{
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float3 a = v * (v + 0.0245786f) - 0.000090537f;
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float3 b = v * (0.983729f * v + 0.4329510f) + 0.238081f;
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return a / b;
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}
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float3 ACESFitted(float3 color)
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{
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color = mul(ACESInputMat, color);
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// Apply RRT and ODT
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color = RRTAndODTFit(color);
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color = mul(ACESOutputMat, color);
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// Clamp to [0, 1]
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color = saturate(color);
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return color;
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}
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@@ -1,3 +1,5 @@
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#include "ACES.hlsl"
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Texture2D CameraTarget : register(t0);
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Texture2D CameraTarget : register(t0);
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SamplerState CameraTargetSampler : register(s0);
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SamplerState CameraTargetSampler : register(s0);
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@@ -27,7 +29,9 @@ float4 PS(PS_IN input) : SV_TARGET
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{
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{
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float4 rawColor = CameraTarget.Sample(CameraTargetSampler, input.TexCoord);
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float4 rawColor = CameraTarget.Sample(CameraTargetSampler, input.TexCoord);
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float3 color = rawColor.rgb / (rawColor.rgb + 1.0f);
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// float3 color = rawColor.rgb / (rawColor.rgb + 1.0f);
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float3 color = ACESFitted(rawColor.rgb);
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return float4(color, 1);
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return float4(color, 1);
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}
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}
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