#include "$ENGINE$\PPTonemapCommon.bslinc" technique PPTonemapping { mixin PPTonemapCommon; depth { read = false; write = false; }; code { struct VStoFS { float4 position : SV_POSITION; float2 uv0 : TEXCOORD0; float exposureScale : TEXCOORD1; }; struct VertexInput { float2 screenPos : POSITION; float2 uv0 : TEXCOORD0; }; Texture2D gEyeAdaptationTex; VStoFS vsmain(VertexInput input) { VStoFS output; output.position = float4(input.screenPos, 0, 1); output.uv0 = input.uv0; output.exposureScale = gEyeAdaptationTex.Load(int3(0, 0, 0)).r; return output; } #if MSAA Texture2DMS gInputTex; #else SamplerState gInputSamp; Texture2D gInputTex; #endif SamplerState gColorLUTSamp; Texture3D gColorLUT; cbuffer Input { float gRawGamma; float gManualExposureScale; uint gNumSamples; } float3 ColorLookupTable(float3 linearColor) { float3 logColor = LinearToLogColor(linearColor); float3 UVW = logColor * ((LUT_SIZE - 1) / (float)LUT_SIZE) + (0.5f / LUT_SIZE); float3 gradedColor = gColorLUT.Sample(gColorLUTSamp, UVW).rgb; return gradedColor; } float3 tonemapSample(float3 samp, float exposureScale) { #if AUTO_EXPOSURE samp = samp * exposureScale; #else samp = samp * gManualExposureScale; #endif #if GAMMA_ONLY return pow(samp, gRawGamma); #else return ColorLookupTable(samp); #endif } float4 fsmain(VStoFS input) : SV_Target0 { float4 sceneColor = 0; #if MSAA // Note: Ideally I'd want to use the MSAA coverage texture here, so I can only average samples for pixels // that really need it. But because forward rendering doesn't write to MSAA coverage I can't do it as I // don't have up-to-date coverage information. It might be good to find a way around this. for(uint i = 0; i < gNumSamples; ++i) sceneColor.rgb += tonemapSample(gInputTex.Load(trunc(input.uv0), i).rgb, input.exposureScale); sceneColor.rgb /= gNumSamples; #else sceneColor.rgb = tonemapSample(gInputTex.Sample(gInputSamp, input.uv0).rgb, input.exposureScale); #endif // Output luma in gamma-space, for FXAA // Note: This can be avoided if FXAA is not used sceneColor.a = dot(sceneColor.rgb, float3(0.299, 0.587, 0.114)); return sceneColor; } }; };