#include "$ENGINE$\PPTonemapCommon.bslinc" shader PPTonemapping { mixin PPTonemapCommon; variations { VOLUME_LUT = { true, false }; GAMMA_ONLY = { true, false }; AUTO_EXPOSURE = { true, false }; MSAA = { true, false }; }; 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; #if VOLUME_LUT Texture3D gColorLUT; #else Texture2D gColorLUT; #endif Texture2D gBloomTex; SamplerState gBloomSamp; cbuffer Input { float gRawGamma; float gManualExposureScale; float2 gTexSize; float4 gBloomTint; uint gNumSamples; } float3 ColorLookupTable(float3 linearColor) { float3 logColor = LinearToLogColor(linearColor); float3 UVW = logColor * ((LUT_SIZE - 1) / (float)LUT_SIZE) + (0.5f / LUT_SIZE); #if VOLUME_LUT float3 gradedColor = gColorLUT.Sample(gColorLUTSamp, UVW).rgb; #else float slice = floor(UVW.z * LUT_SIZE - 0.5f); float sliceFrac = UVW.z * LUT_SIZE - 0.5f - slice; float U = (UVW.x + slice) / LUT_SIZE; float V = UVW.y; // Blend between two slices (emulating a 3D texture sample) float3 v0 = gColorLUT.Sample(gColorLUTSamp, float2(U, V)).rgb; float3 v1 = gColorLUT.Sample(gColorLUTSamp, float2(U + 1.0f / LUT_SIZE, V)).rgb; float3 gradedColor = lerp(v0, v1, sliceFrac); #endif 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; float3 bloomColor = gBloomTex.Sample(gBloomSamp, input.uv0) * gBloomTint; #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. int2 pixelXY = trunc(input.uv0 * gTexSize); for(uint i = 0; i < gNumSamples; ++i) sceneColor.rgb += tonemapSample(gInputTex.Load(pixelXY, i).rgb + bloomColor, input.exposureScale); sceneColor.rgb /= gNumSamples; #else sceneColor.rgb = tonemapSample(gInputTex.Sample(gInputSamp, input.uv0).rgb + bloomColor, 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; } }; };