 912fb58869
			
		
	
	
		912fb58869
		
	
	
	
	
		
			
			# Objective Splits tone mapping from https://github.com/bevyengine/bevy/pull/6677 into a separate PR. Address https://github.com/bevyengine/bevy/issues/2264. Adds tone mapping options: - None: Bypasses tonemapping for instances where users want colors output to match those set. - Reinhard - Reinhard Luminance: Bevy's exiting tonemapping - [ACES](https://github.com/TheRealMJP/BakingLab/blob/master/BakingLab/ACES.hlsl) (Fitted version, based on the same implementation that Godot 4 uses) see https://github.com/bevyengine/bevy/issues/2264 - [AgX](https://github.com/sobotka/AgX) - SomewhatBoringDisplayTransform - TonyMcMapface - Blender Filmic This PR also adds support for EXR images so they can be used to compare tonemapping options with reference images. ## Migration Guide - Tonemapping is now an enum with NONE and the various tonemappers. - The DebandDither is now a separate component. Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
		
			
				
	
	
		
			65 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			WebGPU Shading Language
		
	
	
	
	
	
			
		
		
	
	
			65 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			WebGPU Shading Language
		
	
	
	
	
	
| #import bevy_pbr::mesh_view_bindings
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| #import bevy_pbr::mesh_bindings
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| #import bevy_pbr::utils
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| 
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| #ifdef TONEMAP_IN_SHADER
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| #import bevy_core_pipeline::tonemapping
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| #endif
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| 
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| struct FragmentInput {
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|     @builtin(front_facing) is_front: bool,
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|     @builtin(position) frag_coord: vec4<f32>,
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|     #import bevy_pbr::mesh_vertex_output
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| };
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| 
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| // Sweep across hues on y axis with value from 0.0 to +15EV across x axis 
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| // quantized into 24 steps for both axis.
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| fn color_sweep(uv: vec2<f32>) -> vec3<f32> {
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|     var uv = uv;
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|     let steps = 24.0;
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|     uv.y = uv.y * (1.0 + 1.0 / steps);
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|     let ratio = 2.0;
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|     
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|     let h = PI * 2.0 * floor(1.0 + steps * uv.y) / steps;
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|     let L = floor(uv.x * steps * ratio) / (steps * ratio) - 0.5;
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|     
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|     var color = vec3(0.0);
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|     if uv.y < 1.0 { 
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|         color = cos(h + vec3(0.0, 1.0, 2.0) * PI * 2.0 / 3.0);
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|         let maxRGB = max(color.r, max(color.g, color.b));
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|         let minRGB = min(color.r, min(color.g, color.b));
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|         color = exp(15.0 * L) * (color - minRGB) / (maxRGB - minRGB);
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|     } else {
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|         color = vec3(exp(15.0 * L));
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|     }
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|     return color;
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| }
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| 
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| fn hsv_to_srgb(c: vec3<f32>) -> vec3<f32> {
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|     let K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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|     let p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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|     return c.z * mix(K.xxx, clamp(p - K.xxx, vec3(0.0), vec3(1.0)), c.y);
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| }
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| 
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| // Generates a continuous sRGB sweep.
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| fn continuous_hue(uv: vec2<f32>) -> vec3<f32> {
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|     return hsv_to_srgb(vec3(uv.x, 1.0, 1.0)) * max(0.0, exp2(uv.y * 9.0) - 1.0);
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| }
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| 
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| @fragment
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| fn fragment(in: FragmentInput) -> @location(0) vec4<f32> {
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|     var uv = in.uv;
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|     var out = vec3(0.0);
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|     if uv.y > 0.5 {
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|         uv.y = 1.0 - uv.y;
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|         out = color_sweep(vec2(uv.x, uv.y * 2.0));
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|     } else {
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|         out = continuous_hue(vec2(uv.y * 2.0, uv.x));
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|     }
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|     var color = vec4(out, 1.0);
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| #ifdef TONEMAP_IN_SHADER
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|     color = tone_mapping(color);
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| #endif
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|     return color;
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| }
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