Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessEyeAdaptation.h
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

109 lines
4.3 KiB
C

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "ScreenPass.h"
// LuminanceMax is the amount of light that will cause the sensor to saturate at EV100.
// See also https://en.wikipedia.org/wiki/Film_speed and https://en.wikipedia.org/wiki/Exposure_value for more info.
FORCEINLINE float EV100ToLuminance(float LuminanceMax, float EV100)
{
return LuminanceMax * FMath::Pow(2.0f, EV100);
}
FORCEINLINE float EV100ToLog2(float LuminanceMax, float EV100)
{
return EV100 + FMath::Log2(LuminanceMax);
}
FORCEINLINE float LuminanceToEV100(float LuminanceMax, float Luminance)
{
return FMath::Log2(Luminance / LuminanceMax);
}
FORCEINLINE float Log2ToEV100(float LuminanceMax, float Log2)
{
return Log2 - FMath::Log2(LuminanceMax);
}
// For converting the auto exposure to new values from 4.24 to 4.25
float CalculateEyeAdaptationParameterExposureConversion(const FPostProcessSettings& Settings, const bool bExtendedLuminanceRange);
// figure out the LuminanceMax (i.e. how much light in cd/m2 will saturate the camera sensor) from the CVar lens attenuation
float LuminanceMaxFromLensAttenuation();
// Returns whether the auto exposure method is supported by the feature level.
bool IsAutoExposureMethodSupported(ERHIFeatureLevel::Type FeatureLevel, EAutoExposureMethod AutoExposureMethodId);
// Returns true if the view is in a debug mode that disables all exposure
bool IsAutoExposureDebugMode(const FViewInfo& View);
// Returns the fixed exposure value
float CalculateFixedAutoExposure(const FViewInfo& View);
// Returns the manual exposure value
float CalculateManualAutoExposure(const FViewInfo& View, bool bForceDisablePhysicalCamera);
// Returns the exposure compensation from the View,
float GetAutoExposureCompensationFromSettings(const FViewInfo& View);
bool IsExtendLuminanceRangeEnabled();
// Returns the auto exposure method enabled by the view (including CVar override).
EAutoExposureMethod GetAutoExposureMethod(const FViewInfo& View);
BEGIN_SHADER_PARAMETER_STRUCT(FEyeAdaptationParameters, )
SHADER_PARAMETER(float, ExposureLowPercent)
SHADER_PARAMETER(float, ExposureHighPercent)
SHADER_PARAMETER(float, MinAverageLuminance)
SHADER_PARAMETER(float, MaxAverageLuminance)
SHADER_PARAMETER(float, ExposureCompensationSettings)
SHADER_PARAMETER(float, ExposureCompensationCurve)
SHADER_PARAMETER(float, DeltaWorldTime)
SHADER_PARAMETER(float, ExposureSpeedUp)
SHADER_PARAMETER(float, ExposureSpeedDown)
SHADER_PARAMETER(float, HistogramScale)
SHADER_PARAMETER(float, HistogramBias)
SHADER_PARAMETER(float, LuminanceMin)
SHADER_PARAMETER(float, LocalExposureContrastReduction)
SHADER_PARAMETER(float, LocalExposureDetailStrength)
SHADER_PARAMETER(float, LocalExposureBlurredLuminanceBlend)
SHADER_PARAMETER(float, LocalExposureMiddleGreyExposureCompensation)
SHADER_PARAMETER(float, BlackHistogramBucketInfluence)
SHADER_PARAMETER(float, GreyMult)
SHADER_PARAMETER(float, ExponentialUpM)
SHADER_PARAMETER(float, ExponentialDownM)
SHADER_PARAMETER(float, StartDistance)
SHADER_PARAMETER(float, LuminanceMax)
SHADER_PARAMETER(float, ForceTarget)
SHADER_PARAMETER(int, VisualizeDebugType)
SHADER_PARAMETER_TEXTURE(Texture2D, MeterMaskTexture)
SHADER_PARAMETER_SAMPLER(SamplerState, MeterMaskSampler)
END_SHADER_PARAMETER_STRUCT()
FEyeAdaptationParameters GetEyeAdaptationParameters(const FViewInfo& ViewInfo, ERHIFeatureLevel::Type MinFeatureLevel);
// Computes the a fixed exposure to be used to replace the dynamic exposure when it's not supported (< SM5).
float GetEyeAdaptationFixedExposure(const FViewInfo& View);
// Returns the updated 1x1 eye adaptation texture.
FRDGTextureRef AddHistogramEyeAdaptationPass(
FRDGBuilder& GraphBuilder,
const FViewInfo& View,
const FEyeAdaptationParameters& EyeAdaptationParameters,
FRDGTextureRef HistogramTexture);
// Computes luma of scene color stores in Alpha.
FScreenPassTexture AddBasicEyeAdaptationSetupPass(
FRDGBuilder& GraphBuilder,
const FViewInfo& View,
const FEyeAdaptationParameters& EyeAdaptationParameters,
FScreenPassTexture SceneColor);
// Returns the updated 1x1 eye adaptation texture.
FRDGTextureRef AddBasicEyeAdaptationPass(
FRDGBuilder& GraphBuilder,
const FViewInfo& View,
const FEyeAdaptationParameters& EyeAdaptationParameters,
FScreenPassTexture SceneColor,
FRDGTextureRef EyeAdaptationTexture);