Files
UnrealEngineUWP/Engine/Shaders/Private/PostProcessVisualizeLocalExposure.usf

57 lines
2.0 KiB
Plaintext
Raw Normal View History

// Copyright Epic Games, Inc. All Rights Reserved.
#include "Common.ush"
#include "ScreenPass.ush"
#include "PostProcessCommon.ush"
#include "PostProcessHistogramCommon.ush"
#include "DeferredShadingCommon.ush"
#include "TonemapCommon.ush"
Texture2D EyeAdaptationTexture;
Texture2D HDRSceneColorTexture;
Texture3D LumBilateralGrid;
Texture2D BlurredLogLum;
SamplerState TextureSampler;
uint DebugMode;
SCREEN_PASS_TEXTURE_VIEWPORT(Input)
SCREEN_PASS_TEXTURE_VIEWPORT(Output)
float4 MainPS(noperspective float4 UVAndScreenPos : TEXCOORD0, float4 SvPosition : SV_POSITION) : SV_Target0
{
float2 UV = UVAndScreenPos.xy;
int2 PixelPos = (int2)SvPosition.xy;
float2 ExposureScaleMiddleGrey = EyeAdaptationTexture.Load(int3(0, 0, 0)).xw;
float4 SceneColor = Texture2DSample(HDRSceneColorTexture, TextureSampler, UV) * View.OneOverPreExposure;
float LuminanceVal = CalculateEyeAdaptationLuminance(SceneColor.rgb);
float LogLuminance = log2(LuminanceVal);
float MiddleGreyLumValue = log2(0.18 * ExposureScaleMiddleGrey.y * EyeAdaptation_LocalExposureMiddleGreyExposureCompensation);
float BaseLogLum = CalculateBaseLogLuminance(LogLuminance, EyeAdaptation_LocalExposureBlurredLuminanceBlend, ExposureScaleMiddleGrey.x, UV, LumBilateralGrid, BlurredLogLum, TextureSampler, TextureSampler);
float LocalExposure = CalculateLocalExposure(LogLuminance + log2(ExposureScaleMiddleGrey.x), BaseLogLum, MiddleGreyLumValue, EyeAdaptation_LocalExposureHighlightContrastScale, EyeAdaptation_LocalExposureShadowContrastScale, EyeAdaptation_LocalExposureDetailStrength);
float DetailLogLum = (LogLuminance + log2(ExposureScaleMiddleGrey.x)) - BaseLogLum;
float3 OutValue;
if (DebugMode == 0)
{
OutValue = saturate(abs(log2(LocalExposure) / 2)) * lerp(float3(1.0f, 0.0f, 0.0f), float3(0.0f, 1.0f, 0.0f), step(LocalExposure, 1));
}
else if (DebugMode == 1)
{
OutValue = exp2(BaseLogLum);
}
else if (DebugMode == 2)
{
OutValue = exp2(DetailLogLum);
}
return float4(OutValue, 1.0f);
}