Files
UnrealEngine/Engine/Shaders/Private/PostProcessLocalExposure.usf
2025-05-18 13:04:45 +08:00

139 lines
4.9 KiB
HLSL

// Copyright Epic Games, Inc. All Rights Reserved.
#define EYE_ADAPTATION_LOOSE_PARAMETERS 1
#include "Common.ush"
#include "ScreenPass.ush"
#include "PostProcessHistogramCommon.ush"
SCREEN_PASS_TEXTURE_VIEWPORT(Input)
SCREEN_PASS_TEXTURE_VIEWPORT(Output)
Texture2D InputTexture;
StructuredBuffer<float4> EyeAdaptationBuffer;
Texture3D LumBilateralGrid;
Texture2D BlurredLogLum;
SamplerState TextureSampler;
RWTexture2D<float> OutputFloat;
RWTexture2D<float4> OutputFloat4;
RWTexture2D<float4> OutputFloat4_1;
[numthreads(THREADGROUP_SIZEX, THREADGROUP_SIZEY, 1)]
void SetupLogLuminanceCS(uint3 DispatchThreadId : SV_DispatchThreadID)
{
float3 SceneColor = InputTexture.Load(uint3(Input_ViewportMin + DispatchThreadId.xy, 0)).rgb * View.OneOverPreExposure;
float LuminanceVal = CalculateEyeAdaptationLuminance(SceneColor);
OutputFloat[DispatchThreadId.xy] = log2(LuminanceVal);
}
[numthreads(THREADGROUP_SIZEX, THREADGROUP_SIZEY, 1)]
void ApplyLocalExposureCS(uint2 DispatchThreadId : SV_DispatchThreadID)
{
uint2 OutputPixelPos = DispatchThreadId + Output_ViewportMin;
if (all(OutputPixelPos < Output_ViewportMax))
{
const float2 UV = (DispatchThreadId + 0.5f) * Output_ExtentInverse;
float2 ExposureScaleMiddleGrey = EyeAdaptationBuffer[0].xw;
float ExposureScale = ExposureScaleMiddleGrey.x;
float MiddleGreyLumValue = log2(0.18 * ExposureScaleMiddleGrey.y * LocalExposure_MiddleGreyExposureCompensation);
float4 SceneColor = InputTexture.Load(uint3(DispatchThreadId + Input_ViewportMin, 0));
float LuminanceVal = CalculateEyeAdaptationLuminance(SceneColor.rgb * View.OneOverPreExposure);
float LogLuminance = log2(LuminanceVal);
float BaseLogLum = CalculateBaseLogLuminance(LogLuminance, LocalExposure_BlurredLuminanceBlend, ExposureScale, UV, LumBilateralGrid, BlurredLogLum, TextureSampler, TextureSampler);
float LocalExposure = CalculateLocalExposure(LogLuminance + log2(ExposureScale), BaseLogLum, MiddleGreyLumValue, LocalExposure_HighlightContrastScale, LocalExposure_ShadowContrastScale, LocalExposure_DetailStrength);
SceneColor.rgb *= LocalExposure;
OutputFloat4[OutputPixelPos] = SceneColor;
}
}
float ExposureWeight(float V, float Target)
{
float Sigma = 0.2f;
float A = (V - Target);
float B = 2 * Sigma * Sigma;
return exp2(-A * A / B);
}
float TargetLuminance;
[numthreads(THREADGROUP_SIZEX, THREADGROUP_SIZEY, 1)]
void FusionSetupCS(uint2 DispatchThreadId : SV_DispatchThreadID)
{
const uint2 OutputPixelPos = DispatchThreadId + Output_ViewportMin;
BRANCH
if (any(OutputPixelPos >= (uint2)Output_ViewportMax))
{
return;
}
const float2 ExposureScaleMiddleGrey = EyeAdaptationBuffer[0].xw;
const float ExposureScale = ExposureScaleMiddleGrey.x;
float MiddleGreyLumValue = log2(0.18 * ExposureScaleMiddleGrey.y * LocalExposure_MiddleGreyExposureCompensation);
float3 SceneColor = InputTexture.Load(uint3(Input_ViewportMin + DispatchThreadId, 0)).rgb * View.OneOverPreExposure * ExposureScale;
float LuminanceVal = CalculateEyeAdaptationLuminance(SceneColor);
float HighlightLuminanceVal = LuminanceVal * LocalExposure_HighlightContrastScale;
float ShadowLuminanceVal = LuminanceVal * LocalExposure_ShadowContrastScale;
float LuminanceValTonemapped = ExposureFusionTonemap(LuminanceVal);
float HighlightLuminanceValTonemapped = ExposureFusionTonemap(HighlightLuminanceVal);
float ShadowLuminanceValTonemapped = ExposureFusionTonemap(ShadowLuminanceVal);
float3 Weights = float3(ExposureWeight(LuminanceValTonemapped, TargetLuminance), ExposureWeight(HighlightLuminanceValTonemapped, TargetLuminance), ExposureWeight(ShadowLuminanceValTonemapped, TargetLuminance));
Weights /= dot(Weights, 1.0f); // normalize weights
OutputFloat4[OutputPixelPos] = float4(LuminanceValTonemapped, HighlightLuminanceValTonemapped, ShadowLuminanceValTonemapped, 0.0f);
OutputFloat4_1[OutputPixelPos] = float4(Weights, 0.0f);
}
Texture2D WeightTexture;
SCREEN_PASS_TEXTURE_VIEWPORT(CoarserMip)
Texture2D CoarserMipTexture;
Texture2D PrevResultTexture;
FScreenTransform DispatchThreadToCoarseMipUV;
[numthreads(THREADGROUP_SIZEX, THREADGROUP_SIZEY, 1)]
void FusionBlendCS(uint2 DispatchThreadId : SV_DispatchThreadID)
{
const uint2 OutputPixelPos = DispatchThreadId + Output_ViewportMin;
BRANCH
if (any(OutputPixelPos >= (uint2)Output_ViewportMax))
{
return;
}
float3 Weights = WeightTexture.Load(uint3(OutputPixelPos, 0)).rgb;
Weights /= dot(Weights, 1.0f); // normalize weights
float3 Lums = InputTexture.Load(uint3(OutputPixelPos, 0)).rgb;
float PrevResultVal = 0.0f;
#if LAPLACIAN
float2 CoarserMipUV = ApplyScreenTransform(DispatchThreadId, DispatchThreadToCoarseMipUV);
CoarserMipUV = clamp(CoarserMipUV, CoarserMip_UVViewportBilinearMin, CoarserMip_UVViewportBilinearMax);
Lums -= Texture2DSample(CoarserMipTexture, TextureSampler, CoarserMipUV).rgb;
PrevResultVal = Texture2DSample(PrevResultTexture, TextureSampler, CoarserMipUV).r;
#endif
OutputFloat[OutputPixelPos] = PrevResultVal + dot(Lums, Weights);
}