Merge branch 'Advanced-Bloom' of https://github.com/Muzz/FlaxEngine into Muzz-Advanced-Bloom
This commit is contained in:
@@ -42,10 +42,13 @@ void BloomSettings::BlendWith(BloomSettings& other, float weight)
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BLEND_BOOL(Enabled);
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BLEND_FLOAT(Intensity);
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BLEND_FLOAT(Threshold);
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BLEND_FLOAT(BlurSigma);
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BLEND_FLOAT(Limit);
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BLEND_FLOAT(ThresholdKnee);
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BLEND_FLOAT(Clamp);
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BLEND_FLOAT(BaseMix);
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BLEND_FLOAT(HighMix);
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}
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void ToneMappingSettings::BlendWith(ToneMappingSettings& other, float weight)
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{
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const bool isHalf = weight >= 0.5f;
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File diff suppressed because it is too large
Load Diff
@@ -11,8 +11,9 @@
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PostProcessingPass::PostProcessingPass()
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: _shader(nullptr)
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, _psThreshold(nullptr)
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, _psScale(nullptr)
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, _psBloomBrightPass(nullptr)
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, _psBloomDownsample(nullptr)
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, _psBloomDualFilterUpsample(nullptr)
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, _psBlurH(nullptr)
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, _psBlurV(nullptr)
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, _psGenGhosts(nullptr)
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@@ -30,8 +31,9 @@ String PostProcessingPass::ToString() const
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bool PostProcessingPass::Init()
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{
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// Create pipeline states
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_psThreshold = GPUDevice::Instance->CreatePipelineState();
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_psScale = GPUDevice::Instance->CreatePipelineState();
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_psBloomBrightPass = GPUDevice::Instance->CreatePipelineState();
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_psBloomDownsample = GPUDevice::Instance->CreatePipelineState();
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_psBloomDualFilterUpsample = GPUDevice::Instance->CreatePipelineState();
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_psBlurH = GPUDevice::Instance->CreatePipelineState();
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_psBlurV = GPUDevice::Instance->CreatePipelineState();
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_psGenGhosts = GPUDevice::Instance->CreatePipelineState();
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@@ -69,16 +71,23 @@ bool PostProcessingPass::setupResources()
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// Create pipeline stages
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GPUPipelineState::Description psDesc = GPUPipelineState::Description::DefaultFullscreenTriangle;
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if (!_psThreshold->IsValid())
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if (!_psBloomBrightPass->IsValid())
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{
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psDesc.PS = shader->GetPS("PS_Threshold");
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if (_psThreshold->Init(psDesc))
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psDesc.PS = shader->GetPS("PS_BloomBrightPass");
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if (_psBloomBrightPass->Init(psDesc))
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return true;
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}
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if (!_psScale->IsValid())
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if (!_psBloomDownsample->IsValid())
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{
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psDesc.PS = shader->GetPS("PS_Scale");
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if (_psScale->Init(psDesc))
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psDesc.PS = shader->GetPS("PS_BloomDownsample");
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if (_psBloomDownsample->Init(psDesc))
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return true;
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}
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if (!_psBloomDualFilterUpsample->IsValid())
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{
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psDesc.PS = shader->GetPS("PS_BloomDualFilterUpsample");
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if (_psBloomDualFilterUpsample->Init(psDesc))
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return true;
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}
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if (!_psBlurH->IsValid())
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@@ -167,8 +176,9 @@ void PostProcessingPass::Dispose()
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RendererPass::Dispose();
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// Cleanup
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SAFE_DELETE_GPU_RESOURCE(_psThreshold);
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SAFE_DELETE_GPU_RESOURCE(_psScale);
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SAFE_DELETE_GPU_RESOURCE(_psBloomBrightPass);
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SAFE_DELETE_GPU_RESOURCE(_psBloomDownsample);
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SAFE_DELETE_GPU_RESOURCE(_psBloomDualFilterUpsample);
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SAFE_DELETE_GPU_RESOURCE(_psBlurH);
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SAFE_DELETE_GPU_RESOURCE(_psBlurV);
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SAFE_DELETE_GPU_RESOURCE(_psGenGhosts);
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@@ -179,13 +189,32 @@ void PostProcessingPass::Dispose()
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_defaultLensStar = nullptr;
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}
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float CalculateBloomMipCount(int32 width, int32 height)
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{
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// Calculate the smallest dimension
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int32 minDimension = Math::Min(width, height);
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// Calculate how many times we can half the dimension until we hit a minimum size
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// (e.g., 16x16 pixels as the smallest mip)
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const int32 MIN_MIP_SIZE = 16;
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float mipCount = 1.0f;
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while (minDimension > MIN_MIP_SIZE) {
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minDimension /= 2;
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mipCount += 1.0f;
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}
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return mipCount;
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}
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void PostProcessingPass::Render(RenderContext& renderContext, GPUTexture* input, GPUTexture* output, GPUTexture* colorGradingLUT)
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{
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PROFILE_GPU_CPU("Post Processing");
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auto device = GPUDevice::Instance;
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auto context = device->GetMainContext();
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auto& view = renderContext.View;
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context->ResetRenderTarget();
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PostProcessSettings& settings = renderContext.List->Settings;
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@@ -204,8 +233,10 @@ void PostProcessingPass::Render(RenderContext& renderContext, GPUTexture* input,
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int32 h4 = h2 >> 1;
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int32 h8 = h4 >> 1;
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int32 bloomMipCount = CalculateBloomMipCount(w1, h1);
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// Ensure to have valid data and if at least one effect should be applied
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if (!(useBloom || useToneMapping || useCameraArtifacts) || checkIfSkipPass() || w8 == 0 || h8 ==0)
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if (!(useBloom || useToneMapping || useCameraArtifacts) || checkIfSkipPass() || w8 == 0 || h8 == 0)
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{
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// Resources are missing. Do not perform rendering. Just copy raw frame
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context->SetViewportAndScissors((float)output->Width(), (float)output->Height());
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@@ -245,14 +276,18 @@ void PostProcessingPass::Render(RenderContext& renderContext, GPUTexture* input,
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}
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if (useBloom)
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{
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data.BloomMagnitude = settings.Bloom.Intensity;
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data.BloomIntensity = settings.Bloom.Intensity;
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data.BloomClamp = settings.Bloom.Clamp;
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data.BloomThreshold = settings.Bloom.Threshold;
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data.BloomBlurSigma = Math::Max(settings.Bloom.BlurSigma, 0.0001f);
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data.BloomLimit = settings.Bloom.Limit;
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data.BloomThresholdKnee = settings.Bloom.ThresholdKnee;
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data.BloomBaseMix = settings.Bloom.BaseMix;
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data.BloomHighMix = settings.Bloom.HighMix;
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data.BloomMipCount = bloomMipCount;
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data.BloomLayer = 0.0f;
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}
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else
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{
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data.BloomMagnitude = 0;
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data.BloomIntensity = 0;
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}
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if (useLensFlares)
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{
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@@ -298,99 +333,83 @@ void PostProcessingPass::Render(RenderContext& renderContext, GPUTexture* input,
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////////////////////////////////////////////////////////////////////////////////////
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// Bloom
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auto tempDesc = GPUTextureDescription::New2D(w2, h2, 0, output->Format(), GPUTextureFlags::ShaderResource | GPUTextureFlags::RenderTarget | GPUTextureFlags::PerMipViews);
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auto bloomTmp1 = RenderTargetPool::Get(tempDesc);
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RENDER_TARGET_POOL_SET_NAME(bloomTmp1, "PostProcessing.Bloom");
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// TODO: bloomTmp2 could be quarter res because we don't use it's first mip
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auto bloomTmp2 = RenderTargetPool::Get(tempDesc);
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RENDER_TARGET_POOL_SET_NAME(bloomTmp2, "PostProcessing.Bloom");
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auto tempDesc = GPUTextureDescription::New2D(w2, h2, bloomMipCount, output->Format(), GPUTextureFlags::ShaderResource | GPUTextureFlags::RenderTarget | GPUTextureFlags::PerMipViews);
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auto bloomBuffer1 = RenderTargetPool::Get(tempDesc);
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RENDER_TARGET_POOL_SET_NAME(bloomBuffer1, "PostProcessing.Bloom");
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auto bloomBuffer2 = RenderTargetPool::Get(tempDesc);
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RENDER_TARGET_POOL_SET_NAME(bloomBuffer2, "PostProcessing.Bloom");
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for (int32 mip = 0; mip < bloomMipCount; mip++)
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{
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context->Clear(bloomBuffer1->View(0, mip), Color::Transparent);
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context->Clear(bloomBuffer2->View(0, mip), Color::Transparent);
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}
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// Check if use bloom
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if (useBloom)
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{
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// Bloom Threshold and downscale to 1/2
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context->SetRenderTarget(bloomTmp1->View(0, 0));
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context->SetRenderTarget(bloomBuffer1->View(0, 0));
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context->SetViewportAndScissors((float)w2, (float)h2);
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context->BindSR(0, input->View());
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context->SetState(_psThreshold);
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context->SetState(_psBloomBrightPass);
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context->DrawFullscreenTriangle();
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context->ResetRenderTarget();
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// Downscale to 1/4
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context->SetRenderTarget(bloomTmp1->View(0, 1));
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context->SetViewportAndScissors((float)w4, (float)h4);
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context->BindSR(0, bloomTmp1->View(0, 0));
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context->SetState(_psScale);
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context->DrawFullscreenTriangle();
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context->ResetRenderTarget();
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// Downscale to 1/8
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context->SetRenderTarget(bloomTmp1->View(0, 2));
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context->SetViewportAndScissors((float)w8, (float)h8);
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context->BindSR(0, bloomTmp1->View(0, 1));
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context->SetState(_psScale);
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context->DrawFullscreenTriangle();
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context->ResetRenderTarget();
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// TODO: perform blur when downscaling (13 tap) and when upscaling? (9 tap)
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// Gaussian Blur
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GB_ComputeKernel(data.BloomBlurSigma, static_cast<float>(w8), static_cast<float>(h8));
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//int32 blurStages = (int)Rendering.Quality + 1;
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int32 blurStages = 2;
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for (int32 i = 0; i < blurStages; i++)
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// Progressive downsamples
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for (int32 mip = 1; mip < bloomMipCount; mip++)
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{
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// Horizontal Bloom Blur
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Platform::MemoryCopy(_gbData.GaussianBlurCache, GaussianBlurCacheH, sizeof(GaussianBlurCacheH));
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context->UpdateCB(cb1, &_gbData);
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context->BindCB(1, cb1);
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//
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context->SetRenderTarget(bloomTmp2->View(0, 2));
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context->BindSR(0, bloomTmp1->View(0, 2));
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context->SetState(_psBlurH);
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const float mipWidth = w2 >> mip;
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const float mipHeight = h2 >> mip;
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context->SetRenderTarget(bloomBuffer1->View(0, mip));
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context->SetViewportAndScissors(mipWidth, mipHeight);
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context->BindSR(0, bloomBuffer1->View(0, mip - 1));
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context->SetState(_psBloomDownsample);
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context->DrawFullscreenTriangle();
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context->ResetRenderTarget();
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// Vertical Bloom Blur
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Platform::MemoryCopy(_gbData.GaussianBlurCache, GaussianBlurCacheV, sizeof(GaussianBlurCacheV));
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context->UpdateCB(cb1, &_gbData);
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context->BindCB(1, cb1);
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//
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context->SetRenderTarget(bloomTmp1->View(0, 2));
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context->BindSR(0, bloomTmp2->View(0, 2));
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context->SetState(_psBlurV);
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}
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// Progressive upsamples
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for (int32 mip = bloomMipCount - 2; mip >= 0; mip--)
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{
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auto upscalebuffer = bloomBuffer2;
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if (mip == bloomMipCount - 2)
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{
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// if it's the first, copy the chain over.
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upscalebuffer = bloomBuffer1;
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}
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const float mipWidth = w2 >> mip;
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const float mipHeight = h2 >> mip;
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data.BloomLayer = static_cast<float>(mip); // Set the current mip as bloom layer
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context->UpdateCB(cb0, &data); // Update the constant buffer
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context->SetRenderTarget(bloomBuffer2->View(0, mip));
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context->SetViewportAndScissors(mipWidth, mipHeight);
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context->BindSR(0, upscalebuffer->View(0, mip + 1));
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context->BindSR(1, bloomBuffer1->View(0, mip + 1));
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context->SetState(_psBloomDualFilterUpsample);
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context->DrawFullscreenTriangle();
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context->ResetRenderTarget();
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}
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// Upscale to 1/4 (use second tmp target to cache that downscale thress data for lens flares)
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context->SetRenderTarget(bloomTmp2->View(0, 1));
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context->SetViewportAndScissors((float)w4, (float)h4);
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context->BindSR(0, bloomTmp1->View(0, 2));
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context->SetState(_psScale);
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context->DrawFullscreenTriangle();
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context->ResetRenderTarget();
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// Upscale to 1/2
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context->SetRenderTarget(bloomTmp1->View(0, 0));
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context->SetViewportAndScissors((float)w2, (float)h2);
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context->BindSR(0, bloomTmp2->View(0, 1));
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context->SetState(_psScale);
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context->DrawFullscreenTriangle();
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context->ResetRenderTarget();
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// Set bloom
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context->UnBindSR(0);
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context->BindSR(2, bloomTmp1->View(0, 0));
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// Final composite
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context->BindSR(1, bloomBuffer1);
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context->BindSR(2, bloomBuffer2);
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}
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else
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{
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// No bloom texture
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context->UnBindSR(2);
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}
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////////////////////////////////////////////////////////////////////////////////////
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// Lens Flares
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//Lens Flares
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// Check if use lens flares
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if (useLensFlares)
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@@ -399,10 +418,12 @@ void PostProcessingPass::Render(RenderContext& renderContext, GPUTexture* input,
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context->BindSR(5, getCustomOrDefault(settings.LensFlares.LensStar, _defaultLensStar, TEXT("Engine/Textures/DefaultLensStarburst")));
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context->BindSR(6, getCustomOrDefault(settings.LensFlares.LensColor, _defaultLensColor, TEXT("Engine/Textures/DefaultLensColor")));
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// use bloomBuffer1's mip 1 as input for lens flares
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// Render lens flares
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context->SetRenderTarget(bloomTmp2->View(0, 1));
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context->SetRenderTarget(bloomBuffer2->View(0, 1));
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context->SetViewportAndScissors((float)w4, (float)h4);
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context->BindSR(3, bloomTmp1->View(0, 1));
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context->BindSR(3, bloomBuffer1->View(0, 1)); // Use mip 1 of bloomBuffer1 as source
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context->SetState(_psGenGhosts);
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context->DrawFullscreenTriangle();
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context->ResetRenderTarget();
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@@ -415,8 +436,8 @@ void PostProcessingPass::Render(RenderContext& renderContext, GPUTexture* input,
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Platform::MemoryCopy(_gbData.GaussianBlurCache, GaussianBlurCacheH, sizeof(GaussianBlurCacheH));
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context->UpdateCB(cb1, &_gbData);
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context->BindCB(1, cb1);
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context->SetRenderTarget(bloomTmp1->View(0, 1));
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context->BindSR(0, bloomTmp2->View(0, 1));
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context->SetRenderTarget(bloomBuffer1->View(0, 1));
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context->BindSR(0, bloomBuffer2->View(0, 1));
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context->SetState(_psBlurH);
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context->DrawFullscreenTriangle();
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context->ResetRenderTarget();
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@@ -425,14 +446,14 @@ void PostProcessingPass::Render(RenderContext& renderContext, GPUTexture* input,
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Platform::MemoryCopy(_gbData.GaussianBlurCache, GaussianBlurCacheV, sizeof(GaussianBlurCacheV));
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context->UpdateCB(cb1, &_gbData);
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context->BindCB(1, cb1);
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context->SetRenderTarget(bloomTmp2->View(0, 1));
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context->BindSR(0, bloomTmp1->View(0, 1));
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context->SetRenderTarget(bloomBuffer2->View(0, 1));
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context->BindSR(0, bloomBuffer1->View(0, 1));
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context->SetState(_psBlurV);
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context->DrawFullscreenTriangle();
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context->ResetRenderTarget();
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// Set lens flares output
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context->BindSR(3, bloomTmp2->View(0, 1));
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context->BindSR(3, bloomBuffer2->View(0, 1));
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}
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else
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{
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@@ -482,6 +503,6 @@ void PostProcessingPass::Render(RenderContext& renderContext, GPUTexture* input,
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context->DrawFullscreenTriangle();
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// Cleanup
|
||||
RenderTargetPool::Release(bloomTmp1);
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RenderTargetPool::Release(bloomTmp2);
|
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RenderTargetPool::Release(bloomBuffer1);
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RenderTargetPool::Release(bloomBuffer2);
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||||
}
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||||
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@@ -15,11 +15,16 @@ class PostProcessingPass : public RendererPass<PostProcessingPass>
|
||||
{
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||||
private:
|
||||
|
||||
GPU_CB_STRUCT(Data {
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||||
float BloomLimit;
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||||
float BloomThreshold;
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||||
float BloomMagnitude;
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float BloomBlurSigma;
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GPU_CB_STRUCT(Data{
|
||||
float BloomIntensity; // Overall bloom strength multiplier
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float BloomClamp; // Maximum brightness limit for bloom
|
||||
float BloomThreshold; // Luminance threshold where bloom begins
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||||
float BloomThresholdKnee; // Controls the threshold rolloff curve
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float BloomBaseMix; // Base mip contribution
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float BloomHighMix; // High mip contribution
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||||
float BloomMipCount;
|
||||
float BloomLayer;
|
||||
|
||||
|
||||
Float3 VignetteColor;
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float VignetteShapeFactor;
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@@ -56,7 +61,7 @@ private:
|
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Matrix LensFlareStarMat;
|
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});
|
||||
|
||||
GPU_CB_STRUCT(GaussianBlurData {
|
||||
GPU_CB_STRUCT(GaussianBlurData{
|
||||
Float2 Size;
|
||||
float Dummy3;
|
||||
float Dummy4;
|
||||
@@ -65,8 +70,9 @@ private:
|
||||
|
||||
// Post Processing
|
||||
AssetReference<Shader> _shader;
|
||||
GPUPipelineState* _psThreshold;
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||||
GPUPipelineState* _psScale;
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||||
GPUPipelineState* _psBloomBrightPass;
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||||
GPUPipelineState* _psBloomDownsample;
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||||
GPUPipelineState* _psBloomDualFilterUpsample;
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||||
GPUPipelineState* _psBlurH;
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||||
GPUPipelineState* _psBlurV;
|
||||
GPUPipelineState* _psGenGhosts;
|
||||
@@ -115,8 +121,9 @@ private:
|
||||
#if COMPILE_WITH_DEV_ENV
|
||||
void OnShaderReloading(Asset* obj)
|
||||
{
|
||||
_psThreshold->ReleaseGPU();
|
||||
_psScale->ReleaseGPU();
|
||||
_psBloomBrightPass->ReleaseGPU();
|
||||
_psBloomDownsample->ReleaseGPU();
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||||
_psBloomDualFilterUpsample->ReleaseGPU();
|
||||
_psBlurH->ReleaseGPU();
|
||||
_psBlurV->ReleaseGPU();
|
||||
_psGenGhosts->ReleaseGPU();
|
||||
|
||||
@@ -36,10 +36,17 @@
|
||||
|
||||
META_CB_BEGIN(0, Data)
|
||||
|
||||
float BloomLimit;
|
||||
float BloomThreshold;
|
||||
float BloomMagnitude;
|
||||
float BloomBlurSigma;
|
||||
// Bloom parameters
|
||||
float BloomIntensity;
|
||||
float BloomClamp;
|
||||
float BloomThreshold;
|
||||
float BloomThresholdKnee;
|
||||
|
||||
float BloomBaseMix;
|
||||
float BloomHighMix;
|
||||
float BloomMipCount;
|
||||
float BloomLayer;
|
||||
|
||||
|
||||
float3 VignetteColor;
|
||||
float VignetteShapeFactor;
|
||||
@@ -253,34 +260,228 @@ float2 coordRot(in float2 tc, in float angle)
|
||||
}
|
||||
|
||||
// Uses a lower exposure to produce a value suitable for a bloom pass
|
||||
|
||||
META_PS(true, FEATURE_LEVEL_ES2)
|
||||
float4 PS_Threshold(Quad_VS2PS input) : SV_Target
|
||||
float4 PS_BloomBrightPass(Quad_VS2PS input) : SV_Target
|
||||
{
|
||||
float4 color = Input0.SampleLevel(SamplerLinearClamp, input.TexCoord, 0);
|
||||
return clamp(color - BloomThreshold, 0, BloomLimit);
|
||||
// Get dimensions for precise texel calculations
|
||||
uint width, height;
|
||||
Input0.GetDimensions(width, height);
|
||||
float2 texelSize = 1.0 / float2(width, height);
|
||||
// Use fixed 13-tap sample pattern for initial bright pass
|
||||
float3 color = 0;
|
||||
float totalWeight = 0;
|
||||
|
||||
// Center sample with high weight for energy preservation
|
||||
float3 center = Input0.Sample(SamplerLinearClamp, input.TexCoord).rgb;
|
||||
|
||||
// Apply Karis average to prevent bright pixels from dominating
|
||||
float centerLuma = max(dot(center, float3(0.2126, 0.7152, 0.0722)), 0.0001);
|
||||
center = center / (1.0 + centerLuma);
|
||||
|
||||
float centerWeight = 4.0;
|
||||
color += center * centerWeight;
|
||||
totalWeight += centerWeight;
|
||||
// Inner ring - fixed offset at 1.0 texel distance
|
||||
UNROLL
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
float angle = i * (PI / 2.0);
|
||||
float2 offset = float2(cos(angle), sin(angle)) * texelSize;
|
||||
float3 sample = Input0.Sample(SamplerLinearClamp, input.TexCoord + offset).rgb;
|
||||
|
||||
// Apply Karis average
|
||||
float sampleLuma = max(dot(sample, float3(0.2126, 0.7152, 0.0722)), 0.0001);
|
||||
sample = sample / (1.0 + sampleLuma);
|
||||
|
||||
float weight = 2.0;
|
||||
color += sample * weight;
|
||||
totalWeight += weight;
|
||||
}
|
||||
// Outer ring - fixed offset at 1.4142 texel distance (diagonal)
|
||||
UNROLL
|
||||
for (int j = 0; j < 8; j++)
|
||||
{
|
||||
float angle = j * (PI / 4.0);
|
||||
float2 offset = float2(cos(angle), sin(angle)) * texelSize * 1.4142;
|
||||
float3 sample = Input0.Sample(SamplerLinearClamp, input.TexCoord + offset).rgb;
|
||||
|
||||
// Apply Karis average
|
||||
float sampleLuma = max(dot(sample, float3(0.2126, 0.7152, 0.0722)), 0.0001);
|
||||
sample = sample / (1.0 + sampleLuma);
|
||||
|
||||
float weight = 1.0;
|
||||
color += sample * weight;
|
||||
totalWeight += weight;
|
||||
}
|
||||
color /= totalWeight;
|
||||
|
||||
// Un-apply Karis average to maintain energy
|
||||
float finalLuma = max(dot(color, float3(0.2126, 0.7152, 0.0722)), 0.0001);
|
||||
color = color * (1.0 + finalLuma);
|
||||
|
||||
// Apply threshold with quadratic rolloff for smoother transition
|
||||
float luminance = dot(color, float3(0.2126, 0.7152, 0.0722));
|
||||
float threshold = max(BloomThreshold, 0.2);
|
||||
float knee = threshold * BloomThresholdKnee;
|
||||
float soft_max = threshold + knee;
|
||||
|
||||
float contribution = 0;
|
||||
if (luminance > threshold) {
|
||||
if (luminance < soft_max) {
|
||||
// Quadratic softening between threshold and (threshold + knee)
|
||||
float x = (luminance - threshold) / knee;
|
||||
contribution = x * x * 0.5;
|
||||
} else {
|
||||
// Full contribution above soft_max
|
||||
contribution = luminance - threshold;
|
||||
}
|
||||
}
|
||||
|
||||
float testc = BloomClamp;
|
||||
float3 clamped = (color * contribution);
|
||||
clamped.r = min(clamped.r, testc);
|
||||
clamped.g = min(clamped.g, testc);
|
||||
clamped.b = min(clamped.b, testc);
|
||||
|
||||
// Store threshold result in alpha for downsample chain
|
||||
return float4(clamped, luminance);
|
||||
}
|
||||
|
||||
// Uses hw bilinear filtering for upscaling or downscaling
|
||||
META_PS(true, FEATURE_LEVEL_ES2)
|
||||
float4 PS_Scale(Quad_VS2PS input) : SV_Target
|
||||
float4 PS_BloomDownsample(Quad_VS2PS input) : SV_Target
|
||||
{
|
||||
// TODO: we could use quality switch for bloom effect
|
||||
uint width, height;
|
||||
Input0.GetDimensions(width, height);
|
||||
float2 texelSize = 1.0 / float2(width, height);
|
||||
|
||||
return Input0.SampleLevel(SamplerLinearClamp, input.TexCoord, 0);
|
||||
/*
|
||||
float3 color;
|
||||
// TODO: use gather for dx11 and dx12??
|
||||
color = Input0.SampleLevel(SamplerLinearClamp, input.TexCoord, 0, int2( 0, 0)).rgb;
|
||||
color += Input0.SampleLevel(SamplerLinearClamp, input.TexCoord, 0, int2( 0, 1)).rgb;
|
||||
color += Input0.SampleLevel(SamplerLinearClamp, input.TexCoord, 0, int2( 0,-1)).rgb;
|
||||
color += Input0.SampleLevel(SamplerLinearClamp, input.TexCoord, 0, int2(-1, 0)).rgb;
|
||||
color += Input0.SampleLevel(SamplerLinearClamp, input.TexCoord, 0, int2( 1, 0)).rgb;
|
||||
color *= (1.0f / 5.0f);
|
||||
// 9-tap tent filter with fixed weights
|
||||
float3 color = 0;
|
||||
float totalWeight = 0;
|
||||
|
||||
return float4(color, 1);
|
||||
*/
|
||||
// Sample offsets (fixed)
|
||||
const float2 offsets[9] = {
|
||||
float2( 0, 0), // Center
|
||||
float2(-1, -1), // Corners
|
||||
float2( 1, -1),
|
||||
float2(-1, 1),
|
||||
float2( 1, 1),
|
||||
float2( 0, -1), // Cross
|
||||
float2(-1, 0),
|
||||
float2( 1, 0),
|
||||
float2( 0, 1)
|
||||
};
|
||||
|
||||
// Sample weights (fixed)
|
||||
const float weights[9] = {
|
||||
4.0, // Center
|
||||
1.0, // Corners
|
||||
1.0,
|
||||
1.0,
|
||||
1.0,
|
||||
2.0, // Cross
|
||||
2.0,
|
||||
2.0,
|
||||
2.0
|
||||
};
|
||||
|
||||
UNROLL
|
||||
for (int i = 0; i < 9; i++)
|
||||
{
|
||||
float2 offset = offsets[i] * texelSize * 2.0; // Fixed scale factor for stability
|
||||
float4 sample = Input0.Sample(SamplerLinearClamp, input.TexCoord + offset);
|
||||
color += sample.rgb * weights[i];
|
||||
totalWeight += weights[i];
|
||||
}
|
||||
|
||||
return float4(color / totalWeight, 1.0);
|
||||
}
|
||||
|
||||
META_PS(true, FEATURE_LEVEL_ES2)
|
||||
float4 PS_BloomDualFilterUpsample(Quad_VS2PS input) : SV_Target
|
||||
{
|
||||
float anisotropy = 1.0;
|
||||
|
||||
uint width, height;
|
||||
Input0.GetDimensions(width, height);
|
||||
float2 texelSize = 1.0 / float2(width, height);
|
||||
|
||||
// Maintain fixed scale through mip chain
|
||||
float baseOffset = 1.0;
|
||||
float offsetScale = (1.0) * baseOffset;
|
||||
float3 color = 0;
|
||||
float totalWeight = 0;
|
||||
|
||||
// Center
|
||||
float4 center = Input0.Sample(SamplerLinearClamp, input.TexCoord);
|
||||
float centerWeight = 4.0;
|
||||
color += center.rgb * centerWeight;
|
||||
totalWeight += centerWeight;
|
||||
|
||||
// Cross - fixed distance samples
|
||||
float2 crossOffsets[4] = {
|
||||
float2(offsetScale * anisotropy, 0),
|
||||
float2(-offsetScale * anisotropy, 0),
|
||||
float2(0, offsetScale),
|
||||
float2(0, -offsetScale)
|
||||
};
|
||||
|
||||
UNROLL
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
float4 sample = Input0.Sample(SamplerLinearClamp, input.TexCoord + crossOffsets[i] * texelSize);
|
||||
float weight = 2.0;
|
||||
color += sample.rgb * weight;
|
||||
totalWeight += weight;
|
||||
}
|
||||
|
||||
// Corners - fixed distance samples
|
||||
float2 cornerOffsets[4] = {
|
||||
float2(offsetScale * anisotropy, offsetScale),
|
||||
float2(-offsetScale * anisotropy, offsetScale),
|
||||
float2(offsetScale * anisotropy, -offsetScale),
|
||||
float2(-offsetScale * anisotropy, -offsetScale)
|
||||
};
|
||||
|
||||
UNROLL
|
||||
for (int j = 0; j < 4; j++)
|
||||
{
|
||||
float4 sample = Input0.Sample(SamplerLinearClamp, input.TexCoord + cornerOffsets[j] * texelSize);
|
||||
float weight = 1.0;
|
||||
color += sample.rgb * weight;
|
||||
totalWeight += weight;
|
||||
}
|
||||
|
||||
color /= totalWeight;
|
||||
|
||||
uint width1, height1;
|
||||
Input1.GetDimensions(width1, height1);
|
||||
|
||||
// Calculate mip fade factor (0 = smallest mip, 1 = largest mip)
|
||||
float mipFade = BloomLayer / (BloomMipCount - 1);
|
||||
|
||||
// Muzz says:
|
||||
// Lerp between your desired intensity values based on mip level
|
||||
// setting both to 0.6 is a decent default, but playing with these numbers will let you dial in the blending between the lowest and highest mips.
|
||||
// you can make some really ugly bloom if you go too far.
|
||||
// note this does change the intensity of the bloom.
|
||||
// This was my own invention
|
||||
|
||||
float mipIntensity = lerp(BloomBaseMix, BloomHighMix, mipFade);
|
||||
color *= mipIntensity;
|
||||
|
||||
BRANCH
|
||||
if (width1 > 0)
|
||||
{
|
||||
float3 previousMip = Input1.Sample(SamplerLinearClamp, input.TexCoord).rgb;
|
||||
color += previousMip;
|
||||
}
|
||||
|
||||
return float4(color, 1.0);
|
||||
}
|
||||
|
||||
|
||||
|
||||
// Horizontal gaussian blur
|
||||
META_PS(true, FEATURE_LEVEL_ES2)
|
||||
float4 PS_GaussainBlurH(Quad_VS2PS input) : SV_Target
|
||||
@@ -311,6 +512,8 @@ float4 PS_GaussainBlurV(Quad_VS2PS input) : SV_Target
|
||||
return color;
|
||||
}
|
||||
|
||||
|
||||
|
||||
// Generate 'ghosts' for lens flare
|
||||
META_PS(true, FEATURE_LEVEL_ES2)
|
||||
float4 PS_Ghosts(Quad_VS2PS input) : SV_Target
|
||||
@@ -350,7 +553,8 @@ float4 PS_Ghosts(Quad_VS2PS input) : SV_Target
|
||||
Input3.Sample(SamplerLinearClamp, offset + ghostVecnNorm * distortion.r).r,
|
||||
Input3.Sample(SamplerLinearClamp, offset + ghostVecnNorm * distortion.g).g,
|
||||
Input3.Sample(SamplerLinearClamp, offset + ghostVecnNorm * distortion.b).b);
|
||||
color = clamp(color + LensBias, 0, 10) * (LensScale * weight);
|
||||
color = clamp((color * 1.0f) + LensBias, 0, 10) * (LensScale * weight);
|
||||
|
||||
|
||||
// Accumulate color
|
||||
result += color;
|
||||
@@ -406,6 +610,8 @@ float nrand(float2 n)
|
||||
return frac(sin(dot(n.xy, float2(12.9898, 78.233)))* 43758.5453);
|
||||
}
|
||||
|
||||
|
||||
|
||||
// Applies exposure, color grading and tone mapping to the input.
|
||||
// Combines it with the results of the bloom pass and other postFx.
|
||||
META_PS(true, FEATURE_LEVEL_ES2)
|
||||
@@ -452,7 +658,8 @@ float4 PS_Composite(Quad_VS2PS input) : SV_Target
|
||||
color = Input0.Sample(SamplerLinearClamp, uv);
|
||||
}
|
||||
|
||||
// Lens Flares
|
||||
|
||||
// Lens Flaresf
|
||||
BRANCH
|
||||
if (LensFlareIntensity > 0)
|
||||
{
|
||||
@@ -470,19 +677,21 @@ float4 PS_Composite(Quad_VS2PS input) : SV_Target
|
||||
lensLight += lensFlares * 1.5f;
|
||||
color.rgb += lensFlares;
|
||||
}
|
||||
|
||||
|
||||
// Bloom
|
||||
BRANCH
|
||||
if (BloomMagnitude > 0)
|
||||
{
|
||||
// Sample the bloom
|
||||
float3 bloom = Input2.SampleLevel(SamplerLinearClamp, uv, 0).rgb;
|
||||
bloom = bloom * BloomMagnitude;
|
||||
// In PS_Composite:
|
||||
BRANCH
|
||||
if (BloomIntensity > 0)
|
||||
{
|
||||
// Sample the final bloom result
|
||||
float3 bloom = Input2.Sample(SamplerLinearClamp, input.TexCoord).rgb;
|
||||
bloom = bloom * BloomIntensity;
|
||||
|
||||
// Accumulate final bloom lght
|
||||
lensLight += max(0, bloom * 3.0f + (- 1.0f * 3.0f));
|
||||
color.rgb += bloom;
|
||||
}
|
||||
|
||||
|
||||
lensLight += max(0, bloom * 3.0f + (- 1.0f * 3.0f));
|
||||
color.rgb += bloom;
|
||||
}
|
||||
|
||||
// Lens Dirt
|
||||
float3 lensDirt = LensDirt.SampleLevel(SamplerLinearClamp, uv, 0).rgb;
|
||||
|
||||
Reference in New Issue
Block a user