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Add support for white parameter to AgX tonemapper (Mk. 2) #102425

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2 changes: 1 addition & 1 deletion doc/classes/Environment.xml
Original file line number Diff line number Diff line change
Expand Up @@ -321,7 +321,7 @@
</member>
<member name="tonemap_white" type="float" setter="set_tonemap_white" getter="get_tonemap_white" default="1.0">
The white reference value for tonemapping (also called "whitepoint"). Higher values can make highlights look less blown out, and will also slightly darken the whole scene as a result. See also [member tonemap_exposure].
[b]Note:[/b] [member tonemap_white] is ignored when using [constant TONE_MAPPER_LINEAR] or [constant TONE_MAPPER_AGX].
[b]Note:[/b] [member tonemap_white] is ignored when using [constant TONE_MAPPER_LINEAR].
</member>
<member name="volumetric_fog_albedo" type="Color" setter="set_volumetric_fog_albedo" getter="get_volumetric_fog_albedo" default="Color(1, 1, 1, 1)">
The [Color] of the volumetric fog when interacting with lights. Mist and fog have an albedo close to [code]Color(1, 1, 1, 1)[/code] while smoke has a darker albedo.
Expand Down
61 changes: 29 additions & 32 deletions drivers/gles3/shaders/tonemap_inc.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -84,22 +84,19 @@ vec3 tonemap_aces(vec3 color, float p_white) {
return color_tonemapped / p_white_tonemapped;
}

// Polynomial approximation of EaryChow's AgX sigmoid curve.
// x must be within the range [0.0, 1.0]
vec3 agx_contrast_approx(vec3 x) {
// Generated with Excel trendline
// Input data: Generated using python sigmoid with EaryChow's configuration and 57 steps
// Additional padding values were added to give correct intersections at 0.0 and 1.0
// 6th order, intercept of 0.0 to remove an operation and ensure intersection at 0.0
vec3 x2 = x * x;
vec3 x4 = x2 * x2;
return 0.021 * x + 4.0111 * x2 - 25.682 * x2 * x + 70.359 * x4 - 74.778 * x4 * x + 27.069 * x4 * x2;
}

// This is an approximation and simplification of EaryChow's AgX implementation that is used by Blender.
// This is a simplified glsl implementation of EaryChow's AgX that is used by Blender.
// Input: unbounded linear Rec. 709
// Output: unbounded linear Rec. 709 (Most any value you care about will be within [0.0, 1.0], thus safe to clip.)
// This code is based off of the script that generates the AgX_Base_sRGB.cube LUT that Blender uses.
// Source: https://github.com/EaryChow/AgX_LUT_Gen/blob/main/AgXBasesRGB.py
vec3 tonemap_agx(vec3 color) {
// Changes: Negative clipping in input color space without "guard rails" and no chroma-angle mixing.
// Added parameter normalized_log2_maximum to allow white value to be changed.
// Default normalized_log2_maximum is 6.5.
// If you have a white value in linear space, you can transform it to a normalized_log2_maximum parameter like this:
// white = max(1.172, white); // Sigmoid function breaks down with white lower than this.
// float normalized_log2_maximum = log2(white / 0.18); // 0.18 is "midgrey".
// Repository for this code: https://github.com/allenwp/AgX-GLSL-Shaders
vec3 tonemap_agx(vec3 color, float normalized_log2_maximum) {
// Combined linear sRGB to linear Rec 2020 and Blender AgX inset matrices:
const mat3 srgb_to_rec2020_agx_inset_matrix = mat3(
0.54490813676363087053, 0.14044005884001287035, 0.088827411851915368603,
Expand All @@ -112,11 +109,11 @@ vec3 tonemap_agx(vec3 color) {
-0.85585845117807513559, 1.3264510741502356555, -0.23822464068860595117,
-0.10886710826831608324, -0.027084020983874825605, 1.402665347143271889);

// LOG2_MIN = -10.0
// LOG2_MAX = +6.5
// MIDDLE_GRAY = 0.18
const float min_ev = -12.4739311883324; // log2(pow(2, LOG2_MIN) * MIDDLE_GRAY)
const float max_ev = 4.02606881166759; // log2(pow(2, LOG2_MAX) * MIDDLE_GRAY)
// These constants cannot be changed without regenerating the curve.
const float normalized_log2_minimum = -10.0;
const float midgrey = 0.18;
const float power = 1.5;
const vec3 inverse_power = vec3(1.0 / 1.5);

// Large negative values in one channel and large positive values in other
// channels can result in a colour that appears darker and more saturated than
Expand All @@ -125,28 +122,28 @@ vec3 tonemap_agx(vec3 color) {
// This is done before the Rec. 2020 transform to allow the Rec. 2020
// transform to be combined with the AgX inset matrix. This results in a loss
// of color information that could be correctly interpreted within the
// Rec. 2020 color space as positive RGB values, but it is less common for Godot
// to provide this function with negative sRGB values and therefore not worth
// Rec. 2020 color space as positive RGB values, but is often not worth
// the performance cost of an additional matrix multiplication.
// A value of 2e-10 intentionally introduces insignificant error to prevent
// log2(0.0) after the inset matrix is applied; color will be >= 1e-10 after
// the matrix transform.
color = max(color, 2e-10);

// Do AGX in rec2020 to match Blender and then apply inset matrix.
// Apply inset matrix.
color = srgb_to_rec2020_agx_inset_matrix * color;

// Log2 space encoding.
// Must be clamped because agx_contrast_approx may not work
// well with values outside of the range [0.0, 1.0]
color = clamp(log2(color), min_ev, max_ev);
color = (color - min_ev) / (max_ev - min_ev);
float log_range = normalized_log2_maximum - normalized_log2_minimum;
color = (log2(color / midgrey) - normalized_log2_minimum) / log_range;
color = max(color, 0.0);

float x_pivot = 10.0 / log_range;
vec3 pivot_distance = x_pivot - color;

// Apply sigmoid function approximation.
color = agx_contrast_approx(color);
vec3 a_bottom = (10.858542784410849080 - (1.0 / pow(x_pivot, power))) * pow(pivot_distance, vec3(power));
vec3 a_top = (-1 + 10.191614048660063014 * pow(1.0 - x_pivot, power)) / pow((x_pivot - 1.0) / (pivot_distance), vec3(power));
vec3 a = mix(a_top, a_bottom, lessThan(color, vec3(x_pivot)));

// Convert back to linear before applying outset matrix.
color = pow(color, vec3(2.4));
color = pow(0.48943708957387834110 + ((-2.4 * x_pivot) + (2.4 * color)) / pow(1.0 + a, inverse_power), vec3(2.4));

// Apply outset to make the result more chroma-laden and then go back to linear sRGB.
color = agx_outset_rec2020_to_srgb_matrix * color;
Expand Down Expand Up @@ -175,7 +172,7 @@ vec3 apply_tonemapping(vec3 color, float p_white) { // inputs are LINEAR
} else if (tonemapper == TONEMAPPER_ACES) {
return tonemap_aces(max(vec3(0.0f), color), p_white);
} else { // TONEMAPPER_AGX
return tonemap_agx(color);
return tonemap_agx(color, p_white);
}
}

Expand Down
5 changes: 2 additions & 3 deletions scene/resources/environment.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1120,8 +1120,7 @@ void Environment::_validate_property(PropertyInfo &p_property) const {
}
}

if (p_property.name == "tonemap_white" && (tone_mapper == TONE_MAPPER_LINEAR || tone_mapper == TONE_MAPPER_AGX)) {
// Whitepoint adjustment is not available with AgX or linear as it's hardcoded there.
if (p_property.name == "tonemap_white" && tone_mapper == TONE_MAPPER_LINEAR) {
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
}

Expand Down Expand Up @@ -1278,7 +1277,7 @@ void Environment::_bind_methods() {
ADD_GROUP("Tonemap", "tonemap_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "tonemap_mode", PROPERTY_HINT_ENUM, "Linear,Reinhard,Filmic,ACES,AgX"), "set_tonemapper", "get_tonemapper");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "tonemap_exposure", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_tonemap_exposure", "get_tonemap_exposure");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "tonemap_white", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_tonemap_white", "get_tonemap_white");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "tonemap_white", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_tonemap_white", "get_tonemap_white");

// SSR

Expand Down
61 changes: 29 additions & 32 deletions servers/rendering/renderer_rd/shaders/effects/tonemap.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -264,22 +264,19 @@ vec3 tonemap_aces(vec3 color, float white) {
return color_tonemapped / white_tonemapped;
}

// Polynomial approximation of EaryChow's AgX sigmoid curve.
// x must be within the range [0.0, 1.0]
vec3 agx_contrast_approx(vec3 x) {
// Generated with Excel trendline
// Input data: Generated using python sigmoid with EaryChow's configuration and 57 steps
// Additional padding values were added to give correct intersections at 0.0 and 1.0
// 6th order, intercept of 0.0 to remove an operation and ensure intersection at 0.0
vec3 x2 = x * x;
vec3 x4 = x2 * x2;
return 0.021 * x + 4.0111 * x2 - 25.682 * x2 * x + 70.359 * x4 - 74.778 * x4 * x + 27.069 * x4 * x2;
}

// This is an approximation and simplification of EaryChow's AgX implementation that is used by Blender.
// This is a simplified glsl implementation of EaryChow's AgX that is used by Blender.
// Input: unbounded linear Rec. 709
// Output: unbounded linear Rec. 709 (Most any value you care about will be within [0.0, 1.0], thus safe to clip.)
// This code is based off of the script that generates the AgX_Base_sRGB.cube LUT that Blender uses.
// Source: https://github.com/EaryChow/AgX_LUT_Gen/blob/main/AgXBasesRGB.py
vec3 tonemap_agx(vec3 color) {
// Changes: Negative clipping in input color space without "guard rails" and no chroma-angle mixing.
// Added parameter normalized_log2_maximum to allow white value to be changed.
// Default normalized_log2_maximum is 6.5.
// If you have a white value in linear space, you can transform it to a normalized_log2_maximum parameter like this:
// white = max(1.172, white); // Sigmoid function breaks down with white lower than this.
// float normalized_log2_maximum = log2(white / 0.18); // 0.18 is "midgrey".
// Repository for this code: https://github.com/allenwp/AgX-GLSL-Shaders
vec3 tonemap_agx(vec3 color, float normalized_log2_maximum) {
// Combined linear sRGB to linear Rec 2020 and Blender AgX inset matrices:
const mat3 srgb_to_rec2020_agx_inset_matrix = mat3(
0.54490813676363087053, 0.14044005884001287035, 0.088827411851915368603,
Expand All @@ -292,11 +289,11 @@ vec3 tonemap_agx(vec3 color) {
-0.85585845117807513559, 1.3264510741502356555, -0.23822464068860595117,
-0.10886710826831608324, -0.027084020983874825605, 1.402665347143271889);

// LOG2_MIN = -10.0
// LOG2_MAX = +6.5
// MIDDLE_GRAY = 0.18
const float min_ev = -12.4739311883324; // log2(pow(2, LOG2_MIN) * MIDDLE_GRAY)
const float max_ev = 4.02606881166759; // log2(pow(2, LOG2_MAX) * MIDDLE_GRAY)
// These constants cannot be changed without regenerating the curve.
const float normalized_log2_minimum = -10.0;
const float midgrey = 0.18;
const float power = 1.5;
const vec3 inverse_power = vec3(1.0 / 1.5);

// Large negative values in one channel and large positive values in other
// channels can result in a colour that appears darker and more saturated than
Expand All @@ -305,28 +302,28 @@ vec3 tonemap_agx(vec3 color) {
// This is done before the Rec. 2020 transform to allow the Rec. 2020
// transform to be combined with the AgX inset matrix. This results in a loss
// of color information that could be correctly interpreted within the
// Rec. 2020 color space as positive RGB values, but it is less common for Godot
// to provide this function with negative sRGB values and therefore not worth
// Rec. 2020 color space as positive RGB values, but is often not worth
// the performance cost of an additional matrix multiplication.
// A value of 2e-10 intentionally introduces insignificant error to prevent
// log2(0.0) after the inset matrix is applied; color will be >= 1e-10 after
// the matrix transform.
color = max(color, 2e-10);

// Do AGX in rec2020 to match Blender and then apply inset matrix.
// Apply inset matrix.
color = srgb_to_rec2020_agx_inset_matrix * color;

// Log2 space encoding.
// Must be clamped because agx_contrast_approx may not work
// well with values outside of the range [0.0, 1.0]
color = clamp(log2(color), min_ev, max_ev);
color = (color - min_ev) / (max_ev - min_ev);
float log_range = normalized_log2_maximum - normalized_log2_minimum;
color = (log2(color / midgrey) - normalized_log2_minimum) / log_range;
color = max(color, 0.0);

float x_pivot = 10.0 / log_range;
vec3 pivot_distance = x_pivot - color;

// Apply sigmoid function approximation.
color = agx_contrast_approx(color);
vec3 a_bottom = (10.858542784410849080 - (1.0 / pow(x_pivot, power))) * pow(pivot_distance, vec3(power));
vec3 a_top = (-1 + 10.191614048660063014 * pow(1.0 - x_pivot, power)) / pow((x_pivot - 1.0) / (pivot_distance), vec3(power));
vec3 a = mix(a_top, a_bottom, lessThan(color, vec3(x_pivot)));

// Convert back to linear before applying outset matrix.
color = pow(color, vec3(2.4));
color = pow(0.48943708957387834110 + ((-2.4 * x_pivot) + (2.4 * color)) / pow(1.0 + a, inverse_power), vec3(2.4));

// Apply outset to make the result more chroma-laden and then go back to linear sRGB.
color = agx_outset_rec2020_to_srgb_matrix * color;
Expand Down Expand Up @@ -362,7 +359,7 @@ vec3 apply_tonemapping(vec3 color, float white) { // inputs are LINEAR
} else if (params.tonemapper == TONEMAPPER_ACES) {
return tonemap_aces(max(vec3(0.0f), color), white);
} else { // TONEMAPPER_AGX
return tonemap_agx(color);
return tonemap_agx(color, white);
}
}

Expand Down
2 changes: 1 addition & 1 deletion servers/rendering/storage/environment_storage.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -208,7 +208,7 @@ void RendererEnvironmentStorage::environment_set_tonemap(RID p_env, RS::Environm
ERR_FAIL_NULL(env);
env->exposure = p_exposure;
env->tone_mapper = p_tone_mapper;
env->white = p_white;
env->white = p_tone_mapper == RS::ENV_TONE_MAPPER_AGX ? log2f((p_white < 1.172f ? 1.172f : p_white) / 0.18) : p_white;
}

RS::EnvironmentToneMapper RendererEnvironmentStorage::environment_get_tone_mapper(RID p_env) const {
Expand Down