HDR: Improve ACES tone mapping curve
The previous one tended to over-expose the final image.
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2 changed files with 29 additions and 14 deletions
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@ -9,12 +9,11 @@ float log10(float x)
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return one_over_log10 * log(x);
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return one_over_log10 * log(x);
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}
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}
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// Custom exposure curve based on the one proposed on
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// Exposure curve from 'Perceptual Effects in Real-time Tone Mapping'.
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// 'Perceptual Effects in Real-time Tone Mapping'.
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// http://resources.mpi-inf.mpg.de/hdr/peffects/krawczyk05sccg.pdf
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// http://resources.mpi-inf.mpg.de/hdr/peffects/krawczyk05sccg.pdf
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float keyValue(float L)
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float keyValue(float L)
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{
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{
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return 0.82 - 2.0 / (log10(L + 0.84) + 2.6);
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return 1.03 - 2.0 / (log10(L + 1.0) + 2.0);
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}
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}
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vec3 applyExposure(vec3 color, float avgLuminance, float threshold)
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vec3 applyExposure(vec3 color, float avgLuminance, float threshold)
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@ -15,6 +15,32 @@ uniform bool debug_ev100;
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vec3 applyExposure(vec3 color, float avgLuminance, float threshold);
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vec3 applyExposure(vec3 color, float avgLuminance, float threshold);
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/**
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* ACES tone mapping
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* From 'Baking Lab' by MJP and David Neubelt
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* Original by Stephen Hill
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* https://github.com/TheRealMJP/BakingLab/blob/master/BakingLab/ACES.hlsl
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* Licensed under the MIT license
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*/
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// sRGB => XYZ => D65_2_D60 => AP1 => RRT_SAT
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const mat3 ACESInputMat = mat3(
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0.59719, 0.07600, 0.02840,
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0.35458, 0.90834, 0.13383,
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0.04823, 0.01566, 0.83777);
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// ODT_SAT => XYZ => D60_2_D65 => sRGB
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const mat3 ACESOutputMat = mat3(
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1.60475, -0.10208, -0.00327,
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-0.53108, 1.10813, -0.07276,
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-0.07367, -0.00605, 1.07602);
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vec3 ACESFitted(vec3 color)
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{
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vec3 v = ACESInputMat * color;
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vec3 a = v * (v + 0.0245786) - 0.000090537;
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vec3 b = v * (0.983729 * v + 0.4329510) + 0.238081;
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return clamp(ACESOutputMat * (a / b), 0.0, 1.0);
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}
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vec3 getDebugColor(float value)
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vec3 getDebugColor(float value)
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{
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{
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float level = value*3.14159265/2.0;
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float level = value*3.14159265/2.0;
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@ -40,16 +66,6 @@ vec3 debugEV100(vec3 hdr, float avgLuminance)
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return getDebugColor(norm);
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return getDebugColor(norm);
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}
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}
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const float a = 2.51;
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const float b = 0.03;
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const float c = 2.43;
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const float d = 0.59;
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const float e = 0.14;
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vec3 ACESFilm(vec3 x)
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{
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return clamp((x*(a*x+b))/(x*(c*x+d)+e), 0.0, 1.0);
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}
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vec3 encodeSRGB(vec3 linearRGB)
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vec3 encodeSRGB(vec3 linearRGB)
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{
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{
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vec3 a = 12.92 * linearRGB;
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vec3 a = 12.92 * linearRGB;
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@ -71,7 +87,7 @@ void main()
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}
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}
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// Tonemap
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// Tonemap
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vec3 color = ACESFilm(exposedHdrColor);
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vec3 color = ACESFitted(exposedHdrColor);
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// Gamma correction
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// Gamma correction
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color = encodeSRGB(color);
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color = encodeSRGB(color);
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