예제 #1
0
        void DrawCustomToneCurve()
        {
            EditorGUILayout.Space();

            // Reserve GUI space
            using (new GUILayout.HorizontalScope())
            {
                GUILayout.Space(EditorGUI.indentLevel * 15f);
                m_CustomToneCurveRect = GUILayoutUtility.GetRect(128, 80);
            }

            if (Event.current.type != EventType.Repaint)
            {
                return;
            }

            // Prepare curve data
            float toeStrength      = m_ToneCurveToeStrength.value.floatValue;
            float toeLength        = m_ToneCurveToeLength.value.floatValue;
            float shoulderStrength = m_ToneCurveShoulderStrength.value.floatValue;
            float shoulderLength   = m_ToneCurveShoulderLength.value.floatValue;
            float shoulderAngle    = m_ToneCurveShoulderAngle.value.floatValue;
            float gamma            = m_ToneCurveGamma.value.floatValue;

            m_HableCurve.Init(
                toeStrength,
                toeLength,
                shoulderStrength,
                shoulderLength,
                shoulderAngle,
                gamma
                );

            float endPoint = m_HableCurve.whitePoint;

            // Background
            m_RectVertices[0] = PointInRect(0f, 0f, endPoint);
            m_RectVertices[1] = PointInRect(endPoint, 0f, endPoint);
            m_RectVertices[2] = PointInRect(endPoint, k_CustomToneCurveRangeY, endPoint);
            m_RectVertices[3] = PointInRect(0f, k_CustomToneCurveRangeY, endPoint);
            Handles.DrawSolidRectangleWithOutline(m_RectVertices, Color.white * 0.1f, Color.white * 0.4f);

            // Vertical guides
            if (endPoint < m_CustomToneCurveRect.width / 3)
            {
                int steps = Mathf.CeilToInt(endPoint);
                for (var i = 1; i < steps; i++)
                {
                    DrawLine(i, 0, i, k_CustomToneCurveRangeY, 0.4f, endPoint);
                }
            }

            // Label
            Handles.Label(m_CustomToneCurveRect.position + Vector2.right, "Custom Tone Curve", EditorStyles.miniLabel);

            // Draw the acual curve
            var vcount = 0;

            while (vcount < k_CustomToneCurveResolution)
            {
                float x = endPoint * vcount / (k_CustomToneCurveResolution - 1);
                float y = m_HableCurve.Eval(x);

                if (y < k_CustomToneCurveRangeY)
                {
                    m_CurveVertices[vcount++] = PointInRect(x, y, endPoint);
                }
                else
                {
                    if (vcount > 1)
                    {
                        // Extend the last segment to the top edge of the rect.
                        var v1   = m_CurveVertices[vcount - 2];
                        var v2   = m_CurveVertices[vcount - 1];
                        var clip = (m_CustomToneCurveRect.y - v1.y) / (v2.y - v1.y);
                        m_CurveVertices[vcount - 1] = v1 + (v2 - v1) * clip;
                    }
                    break;
                }
            }

            if (vcount > 1)
            {
                Handles.color = Color.white * 0.9f;
                Handles.DrawAAPolyLine(2f, vcount, m_CurveVertices);
            }
        }
예제 #2
0
        public override void OnInspectorGUI()
        {
            PropertyField(m_Mode);

            // Draw a curve for the custom tonemapping mode to make it easier to tweak visually
            if (m_Mode.value.intValue == (int)TonemappingMode.Custom)
            {
                EditorGUILayout.Space();

                // Reserve GUI space
                using (new GUILayout.HorizontalScope())
                {
                    GUILayout.Space(EditorGUI.indentLevel * 15f);
                    m_CurveRect = GUILayoutUtility.GetRect(128, 80);
                }

                if (Event.current.type == EventType.Repaint)
                {
                    // Prepare curve data
                    float toeStrength      = m_ToeStrength.value.floatValue;
                    float toeLength        = m_ToeLength.value.floatValue;
                    float shoulderStrength = m_ShoulderStrength.value.floatValue;
                    float shoulderLength   = m_ShoulderLength.value.floatValue;
                    float shoulderAngle    = m_ShoulderAngle.value.floatValue;
                    float gamma            = m_Gamma.value.floatValue;

                    m_HableCurve.Init(
                        toeStrength,
                        toeLength,
                        shoulderStrength,
                        shoulderLength,
                        shoulderAngle,
                        gamma
                        );

                    float alpha = GUI.enabled ? 1f : 0.5f;

                    m_Material.SetVector(HDShaderIDs._CustomToneCurve, m_HableCurve.uniforms.curve);
                    m_Material.SetVector(HDShaderIDs._ToeSegmentA, m_HableCurve.uniforms.toeSegmentA);
                    m_Material.SetVector(HDShaderIDs._ToeSegmentB, m_HableCurve.uniforms.toeSegmentB);
                    m_Material.SetVector(HDShaderIDs._MidSegmentA, m_HableCurve.uniforms.midSegmentA);
                    m_Material.SetVector(HDShaderIDs._MidSegmentB, m_HableCurve.uniforms.midSegmentB);
                    m_Material.SetVector(HDShaderIDs._ShoSegmentA, m_HableCurve.uniforms.shoSegmentA);
                    m_Material.SetVector(HDShaderIDs._ShoSegmentB, m_HableCurve.uniforms.shoSegmentB);
                    m_Material.SetVector(HDShaderIDs._Variants, new Vector4(alpha, m_HableCurve.whitePoint, 0f, 0f));

                    CheckCurveRT((int)m_CurveRect.width, (int)m_CurveRect.height);

                    var oldRt = RenderTexture.active;
                    Graphics.Blit(null, m_CurveTex, m_Material, EditorGUIUtility.isProSkin ? 0 : 1);
                    RenderTexture.active = oldRt;

                    GUI.DrawTexture(m_CurveRect, m_CurveTex);

                    Handles.DrawSolidRectangleWithOutline(m_CurveRect, Color.clear, Color.white * 0.4f);
                }

                PropertyField(m_ToeStrength);
                PropertyField(m_ToeLength);
                PropertyField(m_ShoulderStrength);
                PropertyField(m_ShoulderLength);
                PropertyField(m_ShoulderAngle);
                PropertyField(m_Gamma);
            }
            else if (m_Mode.value.intValue == (int)TonemappingMode.External)
            {
                PropertyField(m_LutTexture, EditorGUIUtility.TrTextContent("Lookup Texture"));

                var lut = m_LutTexture.value.objectReferenceValue;
                if (lut != null && !((Tonemapping)target).ValidateLUT())
                {
                    EditorGUILayout.HelpBox("Invalid lookup texture. It must be a 3D texture or render texture with the same size as set in the HDRP settings.", MessageType.Warning);
                }

                PropertyField(m_LutContribution, EditorGUIUtility.TrTextContent("Contribution"));

                EditorGUILayout.HelpBox("Use \"Edit > Rendering > Render Selected HDRP Camera to Log EXR\" to export a log-encoded frame for external grading.", MessageType.Info);
            }
        }
예제 #3
0
        private void RenderHDRPipeline3D(PostProcessRenderContext context)
        {
            CheckInternalLogLut();
            ComputeShader lut3DBaker  = context.resources.computeShaders.lut3DBaker;
            int           kernelIndex = 0;

            switch (base.settings.tonemapper.value)
            {
            case Tonemapper.None:
                kernelIndex = lut3DBaker.FindKernel("KGenLut3D_NoTonemap");
                break;

            case Tonemapper.Neutral:
                kernelIndex = lut3DBaker.FindKernel("KGenLut3D_NeutralTonemap");
                break;

            case Tonemapper.ACES:
                kernelIndex = lut3DBaker.FindKernel("KGenLut3D_AcesTonemap");
                break;

            case Tonemapper.Custom:
                kernelIndex = lut3DBaker.FindKernel("KGenLut3D_CustomTonemap");
                break;
            }
            CommandBuffer command = context.command;

            command.SetComputeTextureParam(lut3DBaker, kernelIndex, "_Output", m_InternalLogLut);
            command.SetComputeVectorParam(lut3DBaker, "_Size", new Vector4(33f, 0.03125f, 0f, 0f));
            Vector3 v = ColorUtilities.ComputeColorBalance(base.settings.temperature.value, base.settings.tint.value);

            command.SetComputeVectorParam(lut3DBaker, "_ColorBalance", v);
            command.SetComputeVectorParam(lut3DBaker, "_ColorFilter", base.settings.colorFilter.value);
            float x = base.settings.hueShift.value / 360f;
            float y = base.settings.saturation.value / 100f + 1f;
            float z = base.settings.contrast.value / 100f + 1f;

            command.SetComputeVectorParam(lut3DBaker, "_HueSatCon", new Vector4(x, y, z, 0f));
            Vector4 a  = new Vector4(base.settings.mixerRedOutRedIn, base.settings.mixerRedOutGreenIn, base.settings.mixerRedOutBlueIn, 0f);
            Vector4 a2 = new Vector4(base.settings.mixerGreenOutRedIn, base.settings.mixerGreenOutGreenIn, base.settings.mixerGreenOutBlueIn, 0f);
            Vector4 a3 = new Vector4(base.settings.mixerBlueOutRedIn, base.settings.mixerBlueOutGreenIn, base.settings.mixerBlueOutBlueIn, 0f);

            command.SetComputeVectorParam(lut3DBaker, "_ChannelMixerRed", a / 100f);
            command.SetComputeVectorParam(lut3DBaker, "_ChannelMixerGreen", a2 / 100f);
            command.SetComputeVectorParam(lut3DBaker, "_ChannelMixerBlue", a3 / 100f);
            Vector3 vector  = ColorUtilities.ColorToLift(base.settings.lift.value * 0.2f);
            Vector3 vector2 = ColorUtilities.ColorToGain(base.settings.gain.value * 0.8f);
            Vector3 vector3 = ColorUtilities.ColorToInverseGamma(base.settings.gamma.value * 0.8f);

            command.SetComputeVectorParam(lut3DBaker, "_Lift", new Vector4(vector.x, vector.y, vector.z, 0f));
            command.SetComputeVectorParam(lut3DBaker, "_InvGamma", new Vector4(vector3.x, vector3.y, vector3.z, 0f));
            command.SetComputeVectorParam(lut3DBaker, "_Gain", new Vector4(vector2.x, vector2.y, vector2.z, 0f));
            command.SetComputeTextureParam(lut3DBaker, kernelIndex, "_Curves", GetCurveTexture(hdr: true));
            if (base.settings.tonemapper.value == Tonemapper.Custom)
            {
                m_HableCurve.Init(base.settings.toneCurveToeStrength.value, base.settings.toneCurveToeLength.value, base.settings.toneCurveShoulderStrength.value, base.settings.toneCurveShoulderLength.value, base.settings.toneCurveShoulderAngle.value, base.settings.toneCurveGamma.value);
                command.SetComputeVectorParam(lut3DBaker, "_CustomToneCurve", m_HableCurve.uniforms.curve);
                command.SetComputeVectorParam(lut3DBaker, "_ToeSegmentA", m_HableCurve.uniforms.toeSegmentA);
                command.SetComputeVectorParam(lut3DBaker, "_ToeSegmentB", m_HableCurve.uniforms.toeSegmentB);
                command.SetComputeVectorParam(lut3DBaker, "_MidSegmentA", m_HableCurve.uniforms.midSegmentA);
                command.SetComputeVectorParam(lut3DBaker, "_MidSegmentB", m_HableCurve.uniforms.midSegmentB);
                command.SetComputeVectorParam(lut3DBaker, "_ShoSegmentA", m_HableCurve.uniforms.shoSegmentA);
                command.SetComputeVectorParam(lut3DBaker, "_ShoSegmentB", m_HableCurve.uniforms.shoSegmentB);
            }
            context.command.BeginSample("HdrColorGradingLut3D");
            int num = Mathf.CeilToInt(8.25f);

            command.DispatchCompute(lut3DBaker, kernelIndex, num, num, num);
            context.command.EndSample("HdrColorGradingLut3D");
            RenderTexture internalLogLut = m_InternalLogLut;
            PropertySheet uberSheet      = context.uberSheet;

            uberSheet.EnableKeyword("COLOR_GRADING_HDR_3D");
            uberSheet.properties.SetTexture(ShaderIDs.Lut3D, internalLogLut);
            uberSheet.properties.SetVector(ShaderIDs.Lut3D_Params, new Vector2(1f / (float)internalLogLut.width, (float)internalLogLut.width - 1f));
            uberSheet.properties.SetFloat(ShaderIDs.PostExposure, RuntimeUtilities.Exp2(base.settings.postExposure.value));
            context.logLut = internalLogLut;
        }
        public override void OnInspectorGUI()
        {
            PropertyField(m_Mode);

            // Draw a curve for the custom tonemapping mode to make it easier to tweak visually
            if (m_Mode.value.intValue == (int)TonemappingMode.Custom)
            {
                EditorGUILayout.Space();

                // Reserve GUI space
                using (new GUILayout.HorizontalScope())
                {
                    GUILayout.Space(EditorGUI.indentLevel * 15f);
                    m_CurveRect = GUILayoutUtility.GetRect(128, 80);
                }

                if (Event.current.type == EventType.Repaint)
                {
                    // Prepare curve data
                    float toeStrength      = m_ToeStrength.value.floatValue;
                    float toeLength        = m_ToeLength.value.floatValue;
                    float shoulderStrength = m_ShoulderStrength.value.floatValue;
                    float shoulderLength   = m_ShoulderLength.value.floatValue;
                    float shoulderAngle    = m_ShoulderAngle.value.floatValue;
                    float gamma            = m_Gamma.value.floatValue;

                    m_HableCurve.Init(
                        toeStrength,
                        toeLength,
                        shoulderStrength,
                        shoulderLength,
                        shoulderAngle,
                        gamma
                        );

                    float alpha = GUI.enabled ? 1f : 0.5f;

                    m_Material.SetVector(HDShaderIDs._CustomToneCurve, m_HableCurve.uniforms.curve);
                    m_Material.SetVector(HDShaderIDs._ToeSegmentA, m_HableCurve.uniforms.toeSegmentA);
                    m_Material.SetVector(HDShaderIDs._ToeSegmentB, m_HableCurve.uniforms.toeSegmentB);
                    m_Material.SetVector(HDShaderIDs._MidSegmentA, m_HableCurve.uniforms.midSegmentA);
                    m_Material.SetVector(HDShaderIDs._MidSegmentB, m_HableCurve.uniforms.midSegmentB);
                    m_Material.SetVector(HDShaderIDs._ShoSegmentA, m_HableCurve.uniforms.shoSegmentA);
                    m_Material.SetVector(HDShaderIDs._ShoSegmentB, m_HableCurve.uniforms.shoSegmentB);
                    m_Material.SetVector(HDShaderIDs._Variants, new Vector4(alpha, m_HableCurve.whitePoint, 0f, 0f));

                    CheckCurveRT((int)m_CurveRect.width, (int)m_CurveRect.height);

                    var oldRt = RenderTexture.active;
                    Graphics.Blit(null, m_CurveTex, m_Material, EditorGUIUtility.isProSkin ? 0 : 1);
                    RenderTexture.active = oldRt;

                    GUI.DrawTexture(m_CurveRect, m_CurveTex);

                    Handles.DrawSolidRectangleWithOutline(m_CurveRect, Color.clear, Color.white * 0.4f);
                }

                PropertyField(m_ToeStrength);
                PropertyField(m_ToeLength);
                PropertyField(m_ShoulderStrength);
                PropertyField(m_ShoulderLength);
                PropertyField(m_ShoulderAngle);
                PropertyField(m_Gamma);
            }
        }
예제 #5
0
        public override void OnInspectorGUI()
        {
            bool hdrInPlayerSettings = UnityEditor.PlayerSettings.useHDRDisplay;

            PropertyField(m_Mode);

            // Draw a curve for the custom tonemapping mode to make it easier to tweak visually
            if (m_Mode.value.intValue == (int)TonemappingMode.Custom)
            {
                EditorGUILayout.Space();

                // Reserve GUI space
                m_CurveRect       = GUILayoutUtility.GetRect(128, 80);
                m_CurveRect.xMin += EditorGUI.indentLevel * 15f;

                if (Event.current.type == EventType.Repaint)
                {
                    // Prepare curve data
                    float toeStrength      = m_ToeStrength.value.floatValue;
                    float toeLength        = m_ToeLength.value.floatValue;
                    float shoulderStrength = m_ShoulderStrength.value.floatValue;
                    float shoulderLength   = m_ShoulderLength.value.floatValue;
                    float shoulderAngle    = m_ShoulderAngle.value.floatValue;
                    float gamma            = m_Gamma.value.floatValue;

                    m_HableCurve.Init(
                        toeStrength,
                        toeLength,
                        shoulderStrength,
                        shoulderLength,
                        shoulderAngle,
                        gamma
                        );

                    float alpha = GUI.enabled ? 1f : 0.5f;

                    m_Material.SetVector(HDShaderIDs._CustomToneCurve, m_HableCurve.uniforms.curve);
                    m_Material.SetVector(HDShaderIDs._ToeSegmentA, m_HableCurve.uniforms.toeSegmentA);
                    m_Material.SetVector(HDShaderIDs._ToeSegmentB, m_HableCurve.uniforms.toeSegmentB);
                    m_Material.SetVector(HDShaderIDs._MidSegmentA, m_HableCurve.uniforms.midSegmentA);
                    m_Material.SetVector(HDShaderIDs._MidSegmentB, m_HableCurve.uniforms.midSegmentB);
                    m_Material.SetVector(HDShaderIDs._ShoSegmentA, m_HableCurve.uniforms.shoSegmentA);
                    m_Material.SetVector(HDShaderIDs._ShoSegmentB, m_HableCurve.uniforms.shoSegmentB);
                    m_Material.SetVector(HDShaderIDs._Variants, new Vector4(alpha, m_HableCurve.whitePoint, 0f, 0f));

                    CheckCurveRT((int)m_CurveRect.width, (int)m_CurveRect.height);

                    var oldRt = RenderTexture.active;
                    Graphics.Blit(null, m_CurveTex, m_Material, EditorGUIUtility.isProSkin ? 0 : 1);
                    RenderTexture.active = oldRt;

                    GUI.DrawTexture(m_CurveRect, m_CurveTex);

                    Handles.DrawSolidRectangleWithOutline(m_CurveRect, Color.clear, Color.white * 0.4f);
                }

                PropertyField(m_ToeStrength);
                PropertyField(m_ToeLength);
                PropertyField(m_ShoulderStrength);
                PropertyField(m_ShoulderLength);
                PropertyField(m_ShoulderAngle);
                PropertyField(m_Gamma);
            }
            else if (m_Mode.value.intValue == (int)TonemappingMode.External)
            {
                PropertyField(m_LutTexture, EditorGUIUtility.TrTextContent("Lookup Texture"));

                var lut = m_LutTexture.value.objectReferenceValue;
                if (lut != null && !((Tonemapping)target).ValidateLUT())
                {
                    EditorGUILayout.HelpBox("Invalid lookup texture. It must be a 3D Texture or a Render Texture and have the same size as set in the HDRP settings.", MessageType.Warning);
                }

                PropertyField(m_LutContribution, EditorGUIUtility.TrTextContent("Contribution"));

                EditorGUILayout.HelpBox("Use \"Edit > Rendering > Render Selected HDRP Camera to Log EXR\" to export a log-encoded frame for external grading.", MessageType.Info);
            }
            else if (m_Mode.value.intValue == (int)TonemappingMode.ACES)
            {
                PropertyField(m_UseFullACES);
            }

            if (hdrInPlayerSettings && m_Mode.value.intValue != (int)TonemappingMode.None)
            {
                EditorGUILayout.LabelField("HDR Output");
                int hdrTonemapMode = m_Mode.value.intValue;
                if (m_Mode.value.intValue == (int)TonemappingMode.Custom || hdrTonemapMode == (int)TonemappingMode.External)
                {
                    EditorGUILayout.HelpBox("The selected tonemapping mode is not supported in HDR Output mode. Select a fallback mode.", MessageType.Warning);
                    PropertyField(m_HDRFallbackMode);
                    hdrTonemapMode = (m_HDRFallbackMode.value.intValue == (int)FallbackHDRTonemap.ACES) ? (int)TonemappingMode.ACES :
                                     (m_HDRFallbackMode.value.intValue == (int)FallbackHDRTonemap.Neutral) ? (int)TonemappingMode.Neutral :
                                     (int)TonemappingMode.None;
                }

                if (hdrTonemapMode == (int)TonemappingMode.Neutral)
                {
                    PropertyField(m_NeutralHDRRangeReductionMode);
                    PropertyField(m_HueShiftAmount);

                    PropertyField(m_HDRDetectPaperWhite);
                    EditorGUI.indentLevel++;
                    using (new EditorGUI.DisabledScope(m_HDRDetectPaperWhite.value.boolValue))
                    {
                        PropertyField(m_HDRPaperwhite);
                    }
                    EditorGUI.indentLevel--;
                    PropertyField(m_HDRDetectNitLimits);
                    EditorGUI.indentLevel++;
                    using (new EditorGUI.DisabledScope(m_HDRDetectNitLimits.value.boolValue))
                    {
                        PropertyField(m_HDRMinNits);
                        PropertyField(m_HDRMaxNits);
                    }
                    EditorGUI.indentLevel--;
                }
                if (hdrTonemapMode == (int)TonemappingMode.ACES)
                {
                    PropertyField(m_HDRAcesPreset);
                    PropertyField(m_HDRDetectPaperWhite);
                    EditorGUI.indentLevel++;
                    using (new EditorGUI.DisabledScope(m_HDRDetectPaperWhite.value.boolValue))
                    {
                        PropertyField(m_HDRPaperwhite);
                    }
                    EditorGUI.indentLevel--;
                }
            }
        }