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#lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change3030420on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change3042244on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
801 lines
26 KiB
Plaintext
801 lines
26 KiB
Plaintext
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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PostProcessTonemap.usf: PostProcessing tone mapping
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=============================================================================*/
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#include "Common.usf"
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#include "PostProcessCommon.usf"
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#include "TonemapCommon.usf"
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#include "GammaCorrectionCommon.usf"
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#include "EyeAdaptationCommon.usf"
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// 0 / 1(slower, visualize multiple internals side by side for the same image portion, see DebugTile)
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#define DEBUG_TONEMAPPER 0
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// 64x64 tiling noise texture, optimized to have mostly high frequency content
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Texture2D NoiseTexture;
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SamplerState NoiseTextureSampler;
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// xyz:SceneColorTint.rgb, w:unused
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float4 ColorScale0;
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// xyz:Bloom1Tint.rgb, w:unused
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float4 ColorScale1;
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// to scale UV (with border) to NormaizedUV (without border)
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float2 TexScale;
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// from the postprocess settings, x:VignetteIntensity, y:SharpenDiv6
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float2 TonemapperParams;
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// Fine film grain
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float3 GrainRandomFull;
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float3 GrainScaleBiasJitter;
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#if EYEADAPTATION_EXPOSURE_FIX != 1
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// Default value used when eye adaptation is disabled (e.g fixed exposure) or not available.
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float DefaultEyeExposure;
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#endif
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half GrainFromUV(float2 GrainUV)
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{
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half Grain = frac(sin(GrainUV.x + GrainUV.y * 543.31) * 493013.0);
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return Grain;
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}
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uint InvertTonemapping;
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uint ACESInversion;
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uint OutputDevice;
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// LUT for color grading
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#if USE_VOLUME_LUT == 1
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Texture3D ColorGradingLUT;
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SamplerState ColorGradingLUTSampler;
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#endif
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static const float LUTSize = 32;
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half3 ColorLookupTable( half3 LinearColor )
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{
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float3 LUTEncodedColor;
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// Encode as ST-2084 (Dolby PQ) values
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if( OutputDevice >= 3 )
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LUTEncodedColor = LinearToST2084( LinearColor );
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// Encode as log values
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else
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LUTEncodedColor = LinToLog( LinearColor );
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float3 UVW = LUTEncodedColor * ((LUTSize - 1) / LUTSize) + (0.5f / LUTSize);
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#if USE_VOLUME_LUT == 1
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half3 OutDeviceColor = ColorGradingLUT.Sample( ColorGradingLUTSampler, UVW ).rgb;
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#else
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half3 OutDeviceColor = UnwrappedTexture3DSample( PostprocessInput3, PostprocessInput3Sampler, UVW, LUTSize ).rgb;
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#endif
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return OutDeviceColor * 1.05;
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}
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// xy should be a integer position (e.g. pixel position on the screen)
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// use the PseudoRandom() function if you have ALU performance left
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// and this if you have TEX performance left.
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float PseudoRandomTex(float2 xy)
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{
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return Texture2DSample(NoiseTexture, NoiseTextureSampler, xy / 64.0f).r;
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}
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float SwitchVerticalAxis;
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#define NEEDTOSWITCHVERTICLEAXIS (ES2_PROFILE && COMPILER_GLSL_ES2) || (ES3_1_PROFILE && COMPILER_GLSL_ES3_1)
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// can be optimized
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float2 ScreenPosToUV(float2 ScreenPos)
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{
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float2 UV = (ScreenPos * ScreenPosToPixel.xy + ScreenPosToPixel.zw) * PostprocessInput0Size.zw;
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#if NEEDTOSWITCHVERTICLEAXIS
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UV.y = 1.0 - UV.y;
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#endif
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return UV;
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}
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float2 UVToScreenPos(float2 UV)
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{
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#if NEEDTOSWITCHVERTICLEAXIS
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UV.y = 1.0 - UV.y;
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#endif
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return (UV * PostprocessInput0Size.xy - ScreenPosToPixel.zw) / ScreenPosToPixel.xy;
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}
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float4 FringeUVParams;
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// vertex shader entry point
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void MainVS(
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in float4 InPosition : ATTRIBUTE0,
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in float2 InTexCoord : ATTRIBUTE1,
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out noperspective float2 OutTexCoord : TEXCOORD0,
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out noperspective float3 OutExposureScaleVignette : TEXCOORD1,
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out noperspective float4 OutGrainUV : TEXCOORD2,
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out noperspective float4 OutFringe : TEXCOORD3,
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out noperspective float4 OutFullViewUV : TEXCOORD4,
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out float4 OutPosition : SV_POSITION
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)
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{
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#if NEEDTOSWITCHVERTICLEAXIS
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// This is currently the last pass, so flip the texture on V to match D3D
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InTexCoord.y = 1.0 - InTexCoord.y;
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#endif
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DrawRectangle(InPosition, InTexCoord, OutPosition, OutTexCoord.xy);
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// Forward renderer uses view size texture
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// TODO: Looks to be Ronin specific.. check this:
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OutFullViewUV.xy = OutPosition.xy * float2(0.5,-0.5) + 0.5;
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#if NEEDTOSWITCHVERTICLEAXIS
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OutFullViewUV.y = 1.0 - OutFullViewUV.y;
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#endif
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#if EYEADAPTATION_EXPOSURE_FIX == 1
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// texture can be GWhiteTexture which is 1x1. It's important we don't read outside bounds.
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OutExposureScaleVignette.x = EyeAdaptation.Load(int3(0, 0, 0)).r;
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#else
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// If eye adaptation is disabled (e.g. fixed exposure level ) or not available.
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OutExposureScaleVignette.x = DefaultEyeExposure;
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#endif
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// Scale vignette to always be a circle with consistent corner intensity.
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OutExposureScaleVignette.yz = VignetteSpace(OutPosition.xy);
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// Grain
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OutGrainUV.xy = OutTexCoord + PostprocessInput0Size.zw * float2(-0.5,0.5);
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OutGrainUV.zw = OutTexCoord + GrainRandomFull.xy;
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// Fringe
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float2 ScreenPos = UVToScreenPos(OutTexCoord);
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OutFringe.xy = ScreenPosToUV(ScreenPos * FringeUVParams.r);
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OutFringe.zw = ScreenPosToUV(ScreenPos * FringeUVParams.g);
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}
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// Function graphing
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float F0( float x )
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{
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return x*saturate( (x - 0.5)/2 );
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}
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float F1( float x )
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{
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return x;
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}
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float F2( float x )
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{
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return x;
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}
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float F3( float x )
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{
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return x;
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}
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float LineShade( float fx, float y, float dydx, float LineWidth )
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{
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return 1 - smoothstep( 0.5 * LineWidth, LineWidth, abs( fx - y ) / sqrt( 1 + Square( dydx ) ) );
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}
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float3 Graph( float2 ScreenSpacePos )
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{
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float2 WindowMin = float2( 0, 0 );
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float2 WindowMax = float2( 1, 1 );
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float2 p = ( (ScreenSpacePos + 1) * 0.5 - WindowMin ) * ( WindowMax - WindowMin );
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float LineWidth = dot( WindowMax - WindowMin, 0.0005 );
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float3 Color;
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Color = float3( 1, 0, 0 ) * LineShade( F0(p.x), p.y, ( F0(p.x + LineWidth) - F0(p.x - LineWidth) ) / (2 * LineWidth), LineWidth );
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Color += float3( 0, 1, 0 ) * LineShade( F1(p.x), p.y, ( F1(p.x + LineWidth) - F1(p.x - LineWidth) ) / (2 * LineWidth), LineWidth );
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Color += float3( 0, 0, 1 ) * LineShade( F2(p.x), p.y, ( F2(p.x + LineWidth) - F2(p.x - LineWidth) ) / (2 * LineWidth), LineWidth );
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Color += float3( 1, 1, 0 ) * LineShade( F3(p.x), p.y, ( F3(p.x + LineWidth) - F3(p.x - LineWidth) ) / (2 * LineWidth), LineWidth );
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//Color += float3( 0, 1, 1 ) * LineShade( F4(p.x), p.y, ( F4(p.x + LineWidth) - F4(p.x - LineWidth) ) / (2 * LineWidth), LineWidth );
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//Color += float3( 1, 1, 1 ) * LineShade( F5(p.x), p.y, ( F5(p.x + LineWidth) - F5(p.x - LineWidth) ) / (2 * LineWidth), LineWidth );
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return Color;
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}
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// @return color in SRGB
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float3 SimpleToneMap(float3 HDRColor)
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{
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// from http://filmicgames.com/archives/75
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// float3 x = max(0, HDRColor - 0.004f); return (x * (6.2f * x + 0.5f)) / (x * (6.2f * x + 1.7f) + 0.06f);
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// linear/no tonemapper
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return HDRColor;
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}
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float max3(float3 In)
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{
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return max(In.x, max(In.y, In.z));
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}
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// @return 0 at low, 1 at high and linear interpolated inbetween
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float RemapScalar(float Low, float High, float x)
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{
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return (x - Low) / (High - Low);
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}
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uint OutputGamut;
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// Doesn't work with PQ output
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float3 InvertACESTonemapping( float3 OutColor )
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{
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const float3x3 AP1_2_sRGB = mul( XYZ_2_sRGB_MAT, mul( D60_2_D65_CAT, AP1_2_XYZ_MAT ) );
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const float3x3 sRGB_2_AP1 = mul( XYZ_2_AP1_MAT, mul( D65_2_D60_CAT, sRGB_2_XYZ_MAT ) );
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const float3x3 AP1_2_Output = OuputGamutMappingMatrix( OutputGamut );
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const float3x3 Output_2_AP1 = OuputInverseGamutMappingMatrix( OutputGamut );
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const float3x3 sRGB_2_Output = mul( AP1_2_Output, sRGB_2_AP1 );
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const float3x3 Output_2_sRGB = mul( AP1_2_Output, Output_2_AP1 );
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half3 PseudoLinearColor, Approach0, Approach1;
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PseudoLinearColor = saturate(sRGBToLinear( OutColor.rgb ));
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// Approximate inversion
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//Approach0 = mul( Output_2_AP1, PseudoLinearColor );
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// FIXME: Workaround for UE-29935, pushing all colors with a 0 component to black output
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// Workaround in PostProcessCombineLUTs.usf mean that the output color is always in the
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// sRGB gamut. Once that is resolved, the matrix multiply above should be re-enabled.
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Approach0 = PseudoLinearColor;
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Approach0 = aces100nitFitInverse( Approach0 );
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Approach0 = max(0, mul( AP1_2_Output, Approach0 ));
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// Exact inversion
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//Approach1 = mul(Output_2_sRGB, PseudoLinearColor);
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// FIXME: Workaround for UE-29935, pushing all colors with a 0 component to black output
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// Workaround in PostProcessCombineLUTs.usf mean that the output color is always in the
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// sRGB gamut. Once that is resolved, the matrix multiply above should be re-enabled.
|
|
Approach1 = PseudoLinearColor;
|
|
|
|
Approach1 = InverseACESOutputTransformsRGBD65( Approach1 );
|
|
Approach1 = max(0, mul( sRGB_2_Output, Approach1 ));
|
|
|
|
return lerp(Approach0, Approach1, ACESInversion);
|
|
}
|
|
|
|
float max4(float4 x)
|
|
{
|
|
return max(max(x.r, x.g), max(x.b, x.a));
|
|
}
|
|
|
|
// useful debug helper (not optimized), could be moved into a more common place
|
|
// @param DebugTile 0,0 is center, -1,0 is left, 1,0 is right, ...
|
|
float2 ComputeCounterStepForTileDebugging(float4 SvPosition, int2 TileSize, out int2 DebugTile, out int2 LocalDebugTilePosition)
|
|
{
|
|
// ViewportRect is defined for postprocessing passes
|
|
float2 CenterPos = (ViewportRect.xy + ViewportRect.zw) / 2.0f;
|
|
float2 LeftTopPos = CenterPos - TileSize / 2;
|
|
|
|
float2 LocalPos = SvPosition.xy - LeftTopPos;
|
|
|
|
DebugTile = floor(LocalPos / TileSize);
|
|
|
|
LocalDebugTilePosition = LocalPos - DebugTile * TileSize;
|
|
|
|
float2 CounterStep = -DebugTile * TileSize;
|
|
|
|
return CounterStep;
|
|
}
|
|
// useful debug helper (works with ComputeCounterStepForTileDebugging()), could be moved into a more common place
|
|
#define OffsetInterpolator(CounterStep, InterpolatorName) \
|
|
InterpolatorName += ddx(InterpolatorName) * CounterStep.x + ddy(InterpolatorName) * CounterStep.y;
|
|
|
|
half3 LookupSceneColor(float2 SceneUV, int2 PixelOffset)
|
|
{
|
|
#if (ES2_PROFILE && COMPILER_GLSL_ES2) || (ES3_1_PROFILE && COMPILER_GLSL_ES3_1)
|
|
// slower but always works
|
|
// to prevent "error: Texture offset not supported on GLSL ES"
|
|
return Texture2DSample(PostprocessInput0, PostprocessInput0Sampler, SceneUV + PixelOffset * PostprocessInput0Size.zw).rgb;
|
|
#else
|
|
// faster
|
|
return PostprocessInput0.SampleLevel(PostprocessInput0Sampler, SceneUV, 0, PixelOffset).rgb;
|
|
#endif
|
|
}
|
|
|
|
// pixel shader entry point
|
|
void MainPS(
|
|
in noperspective float2 UV : TEXCOORD0,
|
|
in noperspective float3 InExposureScaleVignette : TEXCOORD1,
|
|
in noperspective float4 GrainUV : TEXCOORD2,
|
|
in noperspective float4 FringeUV : TEXCOORD3,
|
|
in noperspective float4 FullViewUV : TEXCOORD4,
|
|
float4 SvPosition : SV_POSITION, // after all interpolators
|
|
out float4 OutColor : SV_Target0
|
|
)
|
|
{
|
|
OutColor = 0;
|
|
|
|
#if DEBUG_TONEMAPPER
|
|
// @param DebugTile 0,0 is center, -1,0 is left, 1,0 is right, ...
|
|
int2 DebugTile;
|
|
int2 LocalDebugTilePosition;
|
|
bool bOutputDebugTile = false;
|
|
{
|
|
// split the screen in a 3x3 layout and add some border (0.3)
|
|
int2 TileSize = floor(ViewportSize.xy / float2(3.3f, 3.3f));
|
|
bool bBorder;
|
|
|
|
float2 CounterStep = ComputeCounterStepForTileDebugging(SvPosition, TileSize, DebugTile, LocalDebugTilePosition);
|
|
|
|
OffsetInterpolator(CounterStep, UV);
|
|
OffsetInterpolator(CounterStep, GrainUV);
|
|
OffsetInterpolator(CounterStep, FringeUV);
|
|
OffsetInterpolator(CounterStep, FullViewUV);
|
|
}
|
|
if (all(DebugTile == int2(0, 0)))
|
|
{
|
|
// center is unaltered tonemapper output
|
|
bOutputDebugTile = true;
|
|
}
|
|
#endif
|
|
|
|
#if USE_GRAIN_JITTER || USE_GRAIN_INTENSITY || USE_GRAIN_QUANTIZATION
|
|
half Grain = GrainFromUV(GrainUV.zw);
|
|
#endif
|
|
float2 SceneUV = UV.xy;
|
|
#if USE_GRAIN_JITTER
|
|
SceneUV = lerp(UV.xy, GrainUV.xy, (1.0 - Grain*Grain) * GrainScaleBiasJitter.z);
|
|
#endif
|
|
|
|
#if USE_COLOR_FRINGE
|
|
float2 SceneUVJitter = float2(0.0, 0.0);
|
|
#if USE_GRAIN_JITTER
|
|
SceneUVJitter = SceneUV.xy - UV.xy;
|
|
#endif
|
|
half3 SceneColor = Texture2DSample(PostprocessInput0, PostprocessInput0Sampler, FringeUV.zw + SceneUVJitter.xy).rgb;
|
|
half SceneColorG = Texture2DSample(PostprocessInput0, PostprocessInput0Sampler, FringeUV.xy + SceneUVJitter.xy).g;
|
|
half SceneColorB = Texture2DSample(PostprocessInput0, PostprocessInput0Sampler, SceneUV).b;
|
|
SceneColor.g = SceneColorG;
|
|
SceneColor.b = SceneColorB;
|
|
#else
|
|
half3 SceneColor = Texture2DSample(PostprocessInput0, PostprocessInput0Sampler, SceneUV).rgb;
|
|
#endif
|
|
|
|
float ExposureScale = InExposureScaleVignette.x;
|
|
|
|
#if DEBUG_TONEMAPPER
|
|
if (all(DebugTile == int2(-1, 1)))
|
|
{
|
|
// left below to the center is: no ExposureScale
|
|
ExposureScale = 1.0f;
|
|
bOutputDebugTile = true;
|
|
}
|
|
#endif
|
|
|
|
// 0..x, 0:no effect .. 1:strong, from r.Tonemapper.Sharpen
|
|
// Div6 is to save one instruction
|
|
float SharpenMultiplierDiv6 = TonemapperParams.y;
|
|
|
|
#if DEBUG_TONEMAPPER
|
|
if (all(DebugTile == int2(0, -1)) || all(DebugTile == int2(-1, -1)))
|
|
{
|
|
// top row: no sharpen
|
|
SharpenMultiplierDiv6 = 0;
|
|
bOutputDebugTile = true;
|
|
}
|
|
#endif //DEBUG_TONEMAPPER
|
|
|
|
#if USE_SHARPEN
|
|
{
|
|
half3 C1 = LookupSceneColor(SceneUV, int2(-1, 0));
|
|
half3 C2 = LookupSceneColor(SceneUV, int2( 1, 0));
|
|
half3 C3 = LookupSceneColor(SceneUV, int2(-1, -1));
|
|
half3 C4 = LookupSceneColor(SceneUV, int2(-1, 1));
|
|
|
|
// reference solution
|
|
// half A0 = max3(SceneColor);
|
|
// half4 LuminanceNeightbors = half4(max3(C1), max3(C2), max3(C3), max3(C4));
|
|
// 5 instructiopns less than reference
|
|
// half A0 = Luminance(SceneColor);
|
|
// half4 LuminanceNeightbors = half4(Luminance(C1), Luminance(C2), Luminance(C3), Luminance(C4));
|
|
// 9 instructions less than reference (green is often a good approximation for the luminance)
|
|
half A0 = SceneColor.g;
|
|
half4 LuminanceNeightbors = half4(C1.g, C2.g, C3.g, C4.g);
|
|
|
|
// compute mask to not sharpen near very bright HDR content
|
|
// Note: using max instead of summming up saves 1 instruction
|
|
// Note: We could multiply this to tweak the edge weight but it might instroduce a cost
|
|
// half HDREdge = ExposureScale * max4(abs(A0 - LuminanceNeightbors));
|
|
// 3 instructions less but less accurate (faint black dots near bright edges)
|
|
half HDREdge = ExposureScale * max(abs(A0 * 2 - (LuminanceNeightbors.r + LuminanceNeightbors.g)), abs(A0 * 2 - (LuminanceNeightbors.b + LuminanceNeightbors.a)));
|
|
|
|
// 0..1
|
|
half EdgeMask = saturate(1.0f - HDREdge);
|
|
|
|
#if DEBUG_TONEMAPPER
|
|
if (all(DebugTile == int2(1, 0)))
|
|
{
|
|
// right to the center is: Sharpen EdgeMask
|
|
OutColor = EdgeMask; return;
|
|
}
|
|
#endif //DEBUG_TONEMAPPER
|
|
|
|
|
|
// -1:sharpen, 0:no effect, 1:blur
|
|
float LerpFactor = -EdgeMask * SharpenMultiplierDiv6;
|
|
|
|
|
|
|
|
// reference
|
|
// same instruction count as if the center weight is 1.0
|
|
// half3 BlurredSceneColor = ((C1 + C2 + C3 + C4) + SceneColor * 2) / 6;
|
|
// SceneColor = lerp(SceneColor, BlurredSceneColor, LerpFactor);
|
|
// optimized, Div6 went into the C++ code
|
|
half3 DeltaColor = (C1 + C2 + C3 + C4) - SceneColor * 4;
|
|
SceneColor += DeltaColor * LerpFactor;
|
|
}
|
|
#endif
|
|
|
|
#if USE_GAMMA_ONLY
|
|
|
|
OutColor.rgb = pow(SceneColor, InverseGamma.x);
|
|
|
|
#else
|
|
|
|
half3 LinearColor = SceneColor * ColorScale0.rgb;
|
|
|
|
#if USE_BLOOM
|
|
float2 BloomUV = UV;
|
|
#if ES2_PROFILE || ES3_1_PROFILE
|
|
BloomUV = FullViewUV.xy;
|
|
#endif
|
|
float4 CombinedBloom = Texture2DSample(PostprocessInput1, PostprocessInput1Sampler, BloomUV);
|
|
float3 BloomDirtMaskColor = Texture2DSample(BloomDirtMask.Mask, BloomDirtMask.MaskSampler, SvPositionToViewportUV(SvPosition)).rgb * BloomDirtMask.Tint.rgb;
|
|
|
|
#if DEBUG_TONEMAPPER
|
|
if (all(DebugTile == int2(-1, -1)))
|
|
{
|
|
// left to the center is: no bloom
|
|
CombinedBloom = 0;
|
|
bOutputDebugTile = true;
|
|
}
|
|
if (all(DebugTile == int2(1, -1)))
|
|
{
|
|
// right to the center is: bloom only
|
|
LinearColor = 0;
|
|
bOutputDebugTile = true;
|
|
}
|
|
#endif //DEBUG_TONEMAPPER
|
|
|
|
LinearColor += CombinedBloom.rgb * (ColorScale1.rgb + BloomDirtMaskColor);
|
|
#endif
|
|
|
|
#if NO_EYEADAPTATION_EXPOSURE_FIX == 1
|
|
ExposureScale = BloomDirtMask.Tint.w;
|
|
#endif
|
|
|
|
LinearColor *= ExposureScale;
|
|
|
|
#if USE_VIGNETTE
|
|
LinearColor.rgb *= ComputeVignetteMask( InExposureScaleVignette.yz, TonemapperParams.x );
|
|
#endif
|
|
|
|
#if USE_GRAIN_INTENSITY
|
|
// Needs to go before tonemapping.
|
|
half GrainMul = Grain * GrainScaleBiasJitter.x + GrainScaleBiasJitter.y;
|
|
LinearColor.rgb *= GrainMul;
|
|
#endif
|
|
|
|
half3 OutDeviceColor = ColorLookupTable( LinearColor );
|
|
|
|
//OutDeviceColor = Graph(SvPositionToScreenPosition(SvPosition).xy);
|
|
|
|
half LuminanceForPostProcessAA = dot(OutDeviceColor, half3(0.299f, 0.587f, 0.114f));
|
|
|
|
#if USE_GRAIN_QUANTIZATION
|
|
// Needs to go after tonemapping.
|
|
half GrainQuantization = 1.0/256.0;
|
|
half GrainAdd = (Grain * GrainQuantization) + (-0.5 * GrainQuantization);
|
|
OutDeviceColor.rgb += GrainAdd;
|
|
#endif
|
|
|
|
// RETURN_COLOR not needed unless writing to SceneColor
|
|
OutColor = float4(OutDeviceColor, saturate(LuminanceForPostProcessAA));
|
|
|
|
#if USE_INVERSE_TONEMAPPING
|
|
// Post-tonemap linearization. Used when writing out EXRs
|
|
OutColor.rgb = InvertACESTonemapping( OutColor.rgb );
|
|
#endif
|
|
#endif
|
|
|
|
|
|
#if DEBUG_TONEMAPPER
|
|
if (!bOutputDebugTile)
|
|
{
|
|
// the original tonemapped color is only in the center
|
|
// other tiles can output like this:
|
|
// if(all(DebugTile == int2(1, 0)))
|
|
// { OutColor = ..; return; }
|
|
// or
|
|
// if(all(DebugTile == int2(1, 0)))
|
|
// { ..; bOutputDebugTile = true; }
|
|
OutColor = 0;
|
|
}
|
|
if (any(LocalDebugTilePosition == int2(0, 0)))
|
|
{
|
|
// border grid
|
|
OutColor = 1;
|
|
}
|
|
#endif //DEBUG_TONEMAPPER
|
|
}
|
|
|
|
|
|
// ES2 version
|
|
// TODO: Convert float to half.
|
|
|
|
float FringeIntensity;
|
|
|
|
// vertex shader entry point
|
|
void MainVS_ES2(
|
|
in float4 InPosition : ATTRIBUTE0,
|
|
in float2 InTexCoord : ATTRIBUTE1,
|
|
out float4 OutTexCoord : TEXCOORD0,
|
|
out float4 OutFineDofGrain : TEXCOORD1,
|
|
out float4 OutFullViewUV : TEXCOORD2,
|
|
out float2 OutVignette : TEXCOORD3,
|
|
out float2 OutTexCoords[4] : TEXCOORD4,
|
|
out float4 OutFringeTexCoords : FRINGE_COORDS,
|
|
out float4 OutPosition : SV_POSITION
|
|
)
|
|
{
|
|
#if NEEDTOSWITCHVERTICLEAXIS
|
|
// This is currently the last pass, so flip the texture on V to match D3D
|
|
InTexCoord.y = 1.0-InTexCoord.y;
|
|
#endif
|
|
|
|
DrawRectangle(InPosition, InTexCoord, OutPosition, OutTexCoord.xy);
|
|
OutTexCoord = float4(OutTexCoord.xy, OutPosition.xy);
|
|
|
|
// Fine adjustment is inside the possible non-full viewport in the full resolution texture.
|
|
OutFineDofGrain.xy = OutTexCoord.xy + PostprocessInput0Size.zw * float2(-0.5,0.5);
|
|
// Want grain and a second UV based on the knowledge that the source texture has a full viewport.
|
|
OutFullViewUV.xy = OutPosition.xy * float2(0.5,-0.5) + 0.5;
|
|
#if NEEDTOSWITCHVERTICLEAXIS
|
|
// This is currently the last pass, so flip the texture on V to match D3D
|
|
OutFullViewUV.y = 1.0 - OutFullViewUV.y;
|
|
#endif
|
|
// For DOF attempt to undo sampling bias for the first transition region.
|
|
// This is better for the fine transition, breaks down for the larger bokeh.
|
|
// This is the best compromise for mobile using 4 bilinear taps only.
|
|
OutFullViewUV.zw = OutFullViewUV.xy + PostprocessInput2Size.zw * float2(0.25,-0.5);
|
|
OutFineDofGrain.zw = OutFullViewUV.xy + GrainRandomFull.xy;
|
|
// NEWS
|
|
OutTexCoords[0] = OutTexCoord.xy + PostprocessInput0Size.zw * float2( 0,-1);
|
|
OutTexCoords[1] = OutTexCoord.xy + PostprocessInput0Size.zw * float2( 1, 0);
|
|
OutTexCoords[2] = OutTexCoord.xy + PostprocessInput0Size.zw * float2(-1, 0);
|
|
OutTexCoords[3] = OutTexCoord.xy + PostprocessInput0Size.zw * float2( 0, 1);
|
|
|
|
// Scale vignette to always be a circle with consistent corner intensity.
|
|
OutVignette.xy = VignetteSpace(InPosition.xy);
|
|
|
|
// Compute fringe tex coord offsets
|
|
BRANCH
|
|
if (FringeIntensity > 0.0)
|
|
{
|
|
half2 FringeOffset = OutTexCoord.xy;
|
|
FringeOffset -= 0.5;
|
|
FringeOffset = abs(FringeOffset * 2.0);
|
|
FringeOffset *= FringeIntensity;
|
|
OutFringeTexCoords.xy = OutTexCoord.xy * half2(1.0 - FringeOffset.x * 0.5, 1.0 - FringeOffset.y * 0.5);
|
|
OutFringeTexCoords.zw = OutTexCoord.xy * half2(1.0 - FringeOffset.x, 1.0 - FringeOffset.y);
|
|
}
|
|
else
|
|
{
|
|
OutFringeTexCoords = 0.0;
|
|
}
|
|
}
|
|
|
|
// Constants for DOF blend in.
|
|
half CocMaxRadiusInPixelsRcp()
|
|
{
|
|
half2 MaxOffset = half2(-2.125,-0.50)*2.0;
|
|
return rcp(sqrt(dot(MaxOffset, MaxOffset)));
|
|
}
|
|
|
|
half2 CocBlendScaleBias()
|
|
{
|
|
half Start = 0.25 * CocMaxRadiusInPixelsRcp();
|
|
half End = 1.0 * CocMaxRadiusInPixelsRcp();
|
|
half2 ScaleBias;
|
|
ScaleBias.x = 1.0/(End-Start);
|
|
ScaleBias.y = (-Start)*ScaleBias.x;
|
|
return ScaleBias;
|
|
}
|
|
|
|
half2 CocBlendScaleBiasFine()
|
|
{
|
|
half Start = 0.0 * CocMaxRadiusInPixelsRcp();
|
|
half End = 0.5 * CocMaxRadiusInPixelsRcp();
|
|
half2 ScaleBias;
|
|
ScaleBias.x = 1.0/(End-Start);
|
|
ScaleBias.y = (-Start)*ScaleBias.x;
|
|
return ScaleBias;
|
|
}
|
|
|
|
float4 OverlayColor;
|
|
|
|
void MainPS_ES2(
|
|
in float4 UVAndScreenPos : TEXCOORD0,
|
|
in float4 FineDofGrain : TEXCOORD1,
|
|
in float4 FullViewUV : TEXCOORD2,
|
|
in float2 InVignette : TEXCOORD3,
|
|
in float2 InTexCoords[4] : TEXCOORD4,
|
|
in float4 InFringeTexCoords : FRINGE_COORDS,
|
|
#if USE_32BPP_HDR
|
|
in float4 SvPosition : SV_Position, // after all interpolators
|
|
#endif
|
|
out half4 OutColor : SV_Target0
|
|
)
|
|
{
|
|
float2 UV = UVAndScreenPos.xy;
|
|
float2 ScreenSpacePos = UVAndScreenPos.zw;
|
|
|
|
half4 SceneColor;
|
|
|
|
#if !USE_32BPP_HDR
|
|
BRANCH
|
|
if (FringeIntensity > 0.0)
|
|
{
|
|
SceneColor.r = PostprocessInput0.Sample(PostprocessInput0Sampler, UV).r;
|
|
SceneColor.g = PostprocessInput0.Sample(PostprocessInput0Sampler, InFringeTexCoords.xy).g;
|
|
SceneColor.b = PostprocessInput0.Sample(PostprocessInput0Sampler, InFringeTexCoords.zw).b;
|
|
SceneColor.a = 1.0;
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
SceneColor = PostprocessInput0.Sample(PostprocessInput0Sampler, UV);
|
|
}
|
|
|
|
#if USE_GAMMA_ONLY
|
|
#if USE_MSAA
|
|
SceneColor.rgb *= rcp(SceneColor.r*(-0.299) + SceneColor.g*(-0.587) + SceneColor.b*(-0.114) + 1.0);
|
|
#endif
|
|
OutColor.rgb = sqrt(SceneColor.rgb);
|
|
#else
|
|
|
|
#if USE_GRAIN_JITTER || USE_GRAIN_INTENSITY || USE_GRAIN_QUANTIZATION
|
|
half Grain = GrainFromUV(FineDofGrain.zw);
|
|
#endif
|
|
|
|
#if USE_DOF
|
|
half4 DofFine = PostprocessInput0.Sample(PostprocessInput0Sampler, FineDofGrain.xy);
|
|
half4 Dof = PostprocessInput2.Sample(PostprocessInput2Sampler, FullViewUV.zw);
|
|
// Convert alpha back into circle of confusion.
|
|
SceneColor.a = max(Dof.a, abs(SceneColor.a * 2.0 - 1.0));
|
|
// Convert circle of confusion into blend factors.
|
|
half2 ScaleBias = CocBlendScaleBias(); // Constant.
|
|
half DofAmount = saturate(SceneColor.a * ScaleBias.x + ScaleBias.y);
|
|
half2 ScaleBias2 = CocBlendScaleBiasFine(); // Constant.
|
|
half DofAmountFine = saturate(SceneColor.a * ScaleBias2.x + ScaleBias2.y);
|
|
#if USE_GRAIN_JITTER
|
|
// Grain can increase fine DOF.
|
|
DofAmountFine = max((1.0-Grain*Grain) * GrainScaleBiasJitter.z, DofAmountFine);
|
|
#endif
|
|
// Blend in fine DOF.
|
|
SceneColor.rgb = lerp(SceneColor.rgb, DofFine.rgb, DofAmountFine);
|
|
// Blend in coarse DOF.
|
|
SceneColor.rgb = lerp(SceneColor.rgb, Dof.rgb, DofAmount);
|
|
#else
|
|
#if USE_GRAIN_JITTER
|
|
#if USE_32BPP_HDR
|
|
// This has grain jitter off.
|
|
#else
|
|
// Do jitter for grain.
|
|
half4 DofFine = PostprocessInput0.Sample(PostprocessInput0Sampler, FineDofGrain.xy);
|
|
// Grain jitter.
|
|
SceneColor.rgb = lerp(SceneColor.rgb, DofFine.rgb, (1.0-Grain*Grain) * GrainScaleBiasJitter.z);
|
|
#endif
|
|
#endif
|
|
#endif
|
|
|
|
#if USE_MSAA
|
|
// Do after jitter for grain as an optimization.
|
|
SceneColor.rgb *= rcp(SceneColor.r*(-0.299) + SceneColor.g*(-0.587) + SceneColor.b*(-0.114) + 1.0);
|
|
// Try to kill negatives and NaNs here
|
|
SceneColor.rgb = max(SceneColor.rgb, 0);
|
|
#endif
|
|
|
|
#if USE_32BPP_HDR
|
|
{
|
|
// TODO: Support odd frame inversion of mosaic pattern?
|
|
#if 0
|
|
half3 SceneColorE = PostprocessInput0.Sample(PostprocessInput0Sampler, InTexCoords[1].xy).rgb;
|
|
SceneColor.rgb = HdrDemosaic(SceneColor.rgb, SceneColorE, SvPosition.xy);
|
|
#endif
|
|
#if 1
|
|
// Higher quality path.
|
|
half3 SceneColorN = PostprocessInput0.Sample(PostprocessInput0Sampler, InTexCoords[0].xy).rgb;
|
|
half3 SceneColorE = PostprocessInput0.Sample(PostprocessInput0Sampler, InTexCoords[1].xy).rgb;
|
|
half3 SceneColorW = PostprocessInput0.Sample(PostprocessInput0Sampler, InTexCoords[2].xy).rgb;
|
|
half3 SceneColorS = PostprocessInput0.Sample(PostprocessInput0Sampler, InTexCoords[3].xy).rgb;
|
|
half3 SceneColorV = SceneColorN * 0.5 + SceneColorS * 0.5;
|
|
half3 SceneColorH = SceneColorW * 0.5 + SceneColorE * 0.5;
|
|
if(abs(SceneColorN.g - SceneColorS.g) < abs(SceneColorW.g - SceneColorE.g))
|
|
{
|
|
SceneColorH = SceneColorV;
|
|
}
|
|
SceneColor.rgb = Decode32BPPHDR(SceneColor, SceneColorH, SvPosition.xy).rgb;
|
|
SceneColor.a = 0.0;
|
|
#endif
|
|
}
|
|
#endif
|
|
|
|
#if !USE_DOF
|
|
// Set so temporal AA shader knows everything is in focus.
|
|
SceneColor.a = 0.0;
|
|
#endif
|
|
|
|
// Match PC naming.
|
|
half3 LinearColor = SceneColor.rgb;
|
|
|
|
#if USE_32BPP_HDR && USE_VIGNETTE
|
|
LinearColor.rgb *= ComputeVignetteMask( InVignette, TonemapperParams.x );
|
|
LinearColor = max(LinearColor, float3(0, 0, 0));
|
|
#endif
|
|
|
|
// It is faster to do vignette as a texture lookup + mad because this is an ALU bound shader.
|
|
#if (USE_BLOOM || USE_LIGHT_SHAFTS || USE_VIGNETTE)
|
|
{
|
|
half4 CombinedBloomSunVignette = Texture2DSample(PostprocessInput1, PostprocessInput1Sampler, FullViewUV.xy);
|
|
if (GetHDR32bppEncodeMode() != HDR_ENCODE_MOSAIC)
|
|
{
|
|
#if USE_32BPP_HDR
|
|
CombinedBloomSunVignette.rgb = Decode32BPPHDR(CombinedBloomSunVignette).rgb;
|
|
LinearColor.rgb = LinearColor.rgb + CombinedBloomSunVignette.rgb;
|
|
#else
|
|
LinearColor.rgb = LinearColor.rgb * CombinedBloomSunVignette.a + CombinedBloomSunVignette.rgb;
|
|
#endif
|
|
}
|
|
}
|
|
#endif
|
|
|
|
#if USE_GRAIN_INTENSITY
|
|
// Needs to go before tonemapping.
|
|
half GrainMul = Grain * GrainScaleBiasJitter.x + GrainScaleBiasJitter.y;
|
|
LinearColor.rgb *= GrainMul;
|
|
#endif
|
|
|
|
half3 FilmColor = FilmPostProcess(LinearColor.rgb);
|
|
#if IOS
|
|
// Note, iOS native output is raw gamma 2.2 not sRGB!
|
|
half3 TonemappedColor = pow(FilmColor.rgb, 1.0/2.2);
|
|
#else
|
|
// Apply conversion to sRGB (this must be an exact sRGB conversion else darks are bad).
|
|
half3 TonemappedColor = LinearToSrgbBranchless(FilmColor);
|
|
#endif
|
|
|
|
// Blend with custom LDR color, used for Fade track in Matinee.
|
|
// This is the 101% wrong way to do this,
|
|
// - It adds an extra redundant lerp.
|
|
// - It is not going to work with the future-forward ES3 fast path of sRGB output.
|
|
// - And it does super ugly non-linear blending.
|
|
// The right way is to adjust exposure instead.
|
|
TonemappedColor = lerp(TonemappedColor.rgb, OverlayColor.rgb, OverlayColor.a);
|
|
|
|
#if USE_GRAIN_QUANTIZATION
|
|
// Needs to go after tonemapping.
|
|
half GrainQuantization = 1.0/256.0;
|
|
half GrainAdd = (Grain * GrainQuantization) + (-0.5 * GrainQuantization);
|
|
TonemappedColor.rgb += GrainAdd;
|
|
#endif
|
|
|
|
OutColor = half4(TonemappedColor, SceneColor.a);
|
|
|
|
#endif
|
|
}
|