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

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// 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_LocalExposureContrastReduction, 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);
}