Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessLocalExposure.cpp
tiago costa b009886be2 Local Exposure using Bilaterial Grid based Contrast Reduction.
- Image exposure is locally adjusted by decomposing luminance of the frame into a base layer and a detail layer.
- Base layer contrast can be reduced while preserving detail.
- Support blending with gaussian blurred luminance as proposed in Advances in Real-Time Rendering in Games 2021.
- Controls in PostProcessVolume.
- r.LocalExposure cvar to control whether local exposure is supported.
- Visualization mode in "Show->Visualize->Local Expsoure". Multiple modes controllable using r.LocalExposure.VisualizeDebugMode.
- Bilateral grid generation not yet optimized. Optimization should include increasing depth of grid to match histogram size so that global histogram can be generated from grid.
- Added option to use mirror address mode in PostProcessWeightedSampleSum, since black border adds noticeable vignetting to the blurred luminance.

#preflight 612f65169db3090001ba3eec
#rb Brian.Karis, Guillaume.Abadie, Krzysztof.Narkowicz

#ROBOMERGE-SOURCE: CL 17385317 via CL 17387198
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)

[CL 17387234 by tiago costa in ue5-release-engine-test branch]
2021-09-01 11:22:04 -04:00

105 lines
4.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
PostProcessLocalExposure.cpp: Post processing local exposure implementation.
=============================================================================*/
#include "PostProcess/PostProcessLocalExposure.h"
#include "PostProcess/PostProcessEyeAdaptation.h"
#include "PostProcess/PostProcessWeightedSampleSum.h"
#include "ShaderCompilerCore.h"
namespace
{
class FSetupLogLuminanceCS : public FGlobalShader
{
public:
// Changing these numbers requires LocalExposure.usf to be recompiled
static const uint32 ThreadGroupSizeX = 8;
static const uint32 ThreadGroupSizeY = 8;
DECLARE_GLOBAL_SHADER(FSetupLogLuminanceCS);
SHADER_USE_PARAMETER_STRUCT(FSetupLogLuminanceCS, FGlobalShader);
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER_STRUCT_REF(FViewUniformShaderParameters, View)
SHADER_PARAMETER_STRUCT(FEyeAdaptationParameters, EyeAdaptation)
SHADER_PARAMETER_STRUCT(FScreenPassTextureViewportParameters, Input)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, InputTexture)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D<float>, Output2DFRW)
END_SHADER_PARAMETER_STRUCT()
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5);
}
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
OutEnvironment.SetDefine(TEXT("THREADGROUP_SIZEX"), ThreadGroupSizeX);
OutEnvironment.SetDefine(TEXT("THREADGROUP_SIZEY"), ThreadGroupSizeY);
OutEnvironment.CompilerFlags.Add(CFLAG_StandardOptimization);
}
};
IMPLEMENT_GLOBAL_SHADER(FSetupLogLuminanceCS, "/Engine/Private/PostProcessLocalExposure.usf", "SetupLogLuminanceCS", SF_Compute);
} //! namespace
FRDGTextureRef AddLocalExposureBlurredLogLuminancePass(
FRDGBuilder& GraphBuilder,
const FViewInfo& View,
const FEyeAdaptationParameters& EyeAdaptationParameters,
FScreenPassTexture InputTexture)
{
check(InputTexture.IsValid());
RDG_EVENT_SCOPE(GraphBuilder, "LocalExposure - Blurred Luminance");
FRDGTextureRef GaussianLumSetupTexture;
// Copy log luminance to temporary texture
{
const FRDGTextureDesc TextureDesc = FRDGTextureDesc::Create2D(
InputTexture.ViewRect.Size(),
PF_R16F,
FClearValueBinding::None,
TexCreate_UAV | TexCreate_ShaderResource);
GaussianLumSetupTexture = GraphBuilder.CreateTexture(TextureDesc, TEXT("GaussianLumSetupTexture"));
auto* PassParameters = GraphBuilder.AllocParameters<FSetupLogLuminanceCS::FParameters>();
PassParameters->View = View.ViewUniformBuffer;
PassParameters->EyeAdaptation = EyeAdaptationParameters;
PassParameters->Input = GetScreenPassTextureViewportParameters(FScreenPassTextureViewport(InputTexture));
PassParameters->InputTexture = InputTexture.Texture;
PassParameters->Output2DFRW = GraphBuilder.CreateUAV(GaussianLumSetupTexture);
FComputeShaderUtils::AddPass(
GraphBuilder,
RDG_EVENT_NAME("SetupLogLuminance %dx%d", GaussianLumSetupTexture->Desc.Extent.X, GaussianLumSetupTexture->Desc.Extent.Y),
ERDGPassFlags::Compute,
View.ShaderMap->GetShader<FSetupLogLuminanceCS>(),
PassParameters,
FComputeShaderUtils::GetGroupCount(GaussianLumSetupTexture->Desc.Extent, FIntPoint(FSetupLogLuminanceCS::ThreadGroupSizeX, FSetupLogLuminanceCS::ThreadGroupSizeY)));
}
FRDGTextureRef GaussianTexture;
{
FGaussianBlurInputs GaussianBlurInputs;
GaussianBlurInputs.NameX = TEXT("LocalExposureGaussianX");
GaussianBlurInputs.NameY = TEXT("LocalExposureGaussianY");
GaussianBlurInputs.Filter = FScreenPassTexture(GaussianLumSetupTexture, InputTexture.ViewRect);
GaussianBlurInputs.TintColor = FLinearColor::White;
GaussianBlurInputs.CrossCenterWeight = FVector2D::ZeroVector;
GaussianBlurInputs.KernelSizePercent = View.FinalPostProcessSettings.LocalExposureBlurredLuminanceKernelSizePercent;
GaussianBlurInputs.UseMirrorAddressMode = true;
GaussianTexture = AddGaussianBlurPass(GraphBuilder, View, GaussianBlurInputs).Texture;
}
return GaussianTexture;
}