diff --git a/Source/Engine/Graphics/PostProcessSettings.h b/Source/Engine/Graphics/PostProcessSettings.h
index 525da3f36..4f3e4e080 100644
--- a/Source/Engine/Graphics/PostProcessSettings.h
+++ b/Source/Engine/Graphics/PostProcessSettings.h
@@ -52,6 +52,11 @@ API_ENUM() enum class ToneMappingMode
/// The ACES Filmic reference tonemapper (approximation).
///
ACES = 2,
+
+ ///
+ /// The AGX tonemapper.
+ ///
+ AGX = 3,
};
///
diff --git a/Source/Shaders/ColorGrading.shader b/Source/Shaders/ColorGrading.shader
index ae4067b18..cd5d0faf6 100644
--- a/Source/Shaders/ColorGrading.shader
+++ b/Source/Shaders/ColorGrading.shader
@@ -193,6 +193,64 @@ float3 TonemapACES(float3 linearColor)
#endif
+#ifdef TONE_MAPPING_MODE_NEUTRAL
+
+float3 agxAscCdl(float3 color, float3 slope, float3 offset, float3 power, float sat) {
+ const float3 lw = float3(0.2126, 0.7152, 0.0722);
+ float luma = dot(color, lw);
+ float3 c = pow(color * slope + offset, power);
+ return luma + sat * (c - luma);
+}
+
+float3 TonemapAGX(float3 linearColor)
+{
+ static const float3x3 AgXInsetMatrix = {
+ 0.8566, 0.1373, 0.1119,
+ 0.0951, 0.7612, 0.0768,
+ 0.0483, 0.1014, 0.8113
+ };
+
+ static const float3x3 AgXOutsetMatrix = {
+ 1.1271, -0.1413, -0.1413,
+ -0.1106, 1.1578, -0.1106,
+ -0.0165, -0.0165, 1.2519
+ };
+
+ static const float AgxMinEv = -12.47393;
+ static const float AgxMaxEv = 4.026069;
+
+ float3 color = linearColor;
+ color = mul(color, AgXInsetMatrix);
+ color = max(color, 1e-10);
+ color = clamp(log2(color), AgxMinEv, AgxMaxEv);
+ color = (color - AgxMinEv) / (AgxMaxEv - AgxMinEv);
+
+ color = clamp(color, 0.0, 1.0);
+
+ float3 x2 = color * color;
+ float3 x4 = x2 * x2;
+
+ color = + 15.5 * x4 * x2
+ - 40.14 * x4 * color
+ + 31.96 * x4
+ - 6.868 * x2 * color
+ + 0.4298 * x2
+ + 0.1191 * color
+ - 0.00232;
+
+ // color = agxAscCdl(color, float3(1.0, 1.0, 1.0), float3(0.0, 0.0, 0.0), float3(1.35, 1.35, 1.35), 1.4);
+
+ color = mul(color, AgXOutsetMatrix);
+
+ color = pow(max(float3(0.0, 0.0, 0.0), color), float3(2.2, 2.2, 2.2));
+
+ color = clamp(color, 0.0, 1.0);
+
+ return color;
+}
+
+#endif
+
// Perfoms the tonemapping on the input linear color
float3 Tonemap(float3 linearColor)
{
@@ -202,6 +260,8 @@ float3 Tonemap(float3 linearColor)
return TonemapNeutral(linearColor);
#elif defined(TONE_MAPPING_MODE_ACES)
return TonemapACES(linearColor);
+#elif defined(TONE_MAPPING_MODE_AGX)
+ return TonemapAGX(linearColor);
#else
return float3(0, 0, 0);
#endif
@@ -292,6 +352,7 @@ META_PS(true, FEATURE_LEVEL_ES2)
META_PERMUTATION_1(TONE_MAPPING_MODE_NONE=1)
META_PERMUTATION_1(TONE_MAPPING_MODE_NEUTRAL=1)
META_PERMUTATION_1(TONE_MAPPING_MODE_ACES=1)
+META_PERMUTATION_1(TONE_MAPPING_MODE_AGX=1)
float4 PS_Lut2D(Quad_VS2PS input) : SV_Target
{
return CombineLUTs(input.TexCoord, 0);
@@ -301,6 +362,7 @@ META_PS(true, FEATURE_LEVEL_ES2)
META_PERMUTATION_1(TONE_MAPPING_MODE_NONE=1)
META_PERMUTATION_1(TONE_MAPPING_MODE_NEUTRAL=1)
META_PERMUTATION_1(TONE_MAPPING_MODE_ACES=1)
+META_PERMUTATION_1(TONE_MAPPING_MODE_AGX=1)
float4 PS_Lut3D(Quad_GS2PS input) : SV_Target
{
return CombineLUTs(input.Vertex.TexCoord, input.LayerIndex);