// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. // // http://go.microsoft.com/fwlink/?LinkId=248926 // http://go.microsoft.com/fwlink/?LinkId=248929 // http://go.microsoft.com/fwlink/?LinkID=615561 float3 BiasX2(float3 x) { return 2.0f * x - 1.0f; } float3 BiasD2(float3 x) { return 0.5f * x + 0.5f; } // Christian Schuler, "Normal Mapping without Precomputed Tangents", ShaderX 5, Chapter 2.6, pp. 131-140 // See also follow-up blog post: http://www.thetenthplanet.de/archives/1180 float3x3 CalculateTBN(float3 p, float3 n, float2 tex) { float3 dp1 = ddx(p); float3 dp2 = ddy(p); float2 duv1 = ddx(tex); float2 duv2 = ddy(tex); float3x3 M = float3x3(dp1, dp2, cross(dp1, dp2)); float2x3 inverseM = float2x3(cross(M[1], M[2]), cross(M[2], M[0])); float3 t = normalize(mul(float2(duv1.x, duv2.x), inverseM)); float3 b = normalize(mul(float2(duv1.y, duv2.y), inverseM)); return float3x3(t, b, n); } float3 PeturbNormal(float3 localNormal, float3 position, float3 normal, float2 texCoord) { const float3x3 TBN = CalculateTBN(position, normal, texCoord); return normalize(mul(localNormal, TBN)); } float3 TwoChannelNormalX2(float2 normal) { float2 xy = 2.0f * normal - 1.0f; float z = sqrt(1 - dot(xy, xy)); return float3(xy.x, xy.y, z); } // sRGB // https://en.wikipedia.org/wiki/SRGB // Apply the (approximate) sRGB curve to linear values float3 LinearToSRGBEst(float3 color) { return pow(abs(color), 1/2.2f); } // (Approximate) sRGB to linear float3 SRGBToLinearEst(float3 srgb) { return pow(abs(srgb), 2.2f); } // HDR10 Media Profile // https://en.wikipedia.org/wiki/High-dynamic-range_video#HDR10 // Color rotation matrix to rotate Rec.709 color primaries into Rec.2020 static const float3x3 from709to2020 = { { 0.6274040f, 0.3292820f, 0.0433136f }, { 0.0690970f, 0.9195400f, 0.0113612f }, { 0.0163916f, 0.0880132f, 0.8955950f } }; // Apply the ST.2084 curve to normalized linear values and outputs normalized non-linear values float3 LinearToST2084(float3 normalizedLinearValue) { return pow((0.8359375f + 18.8515625f * pow(abs(normalizedLinearValue), 0.1593017578f)) / (1.0f + 18.6875f * pow(abs(normalizedLinearValue), 0.1593017578f)), 78.84375f); } // ST.2084 to linear, resulting in a linear normalized value float3 ST2084ToLinear(float3 ST2084) { return pow(max(pow(abs(ST2084), 1.0f / 78.84375f) - 0.8359375f, 0.0f) / (18.8515625f - 18.6875f * pow(abs(ST2084), 1.0f / 78.84375f)), 1.0f / 0.1593017578f); } // Reinhard tonemap operator // Reinhard et al. "Photographic tone reproduction for digital images." ACM Transactions on Graphics. 21. 2002. // http://www.cs.utah.edu/~reinhard/cdrom/tonemap.pdf float3 ToneMapReinhard(float3 color) { return color / (1.0f + color); } // ACES Filmic tonemap operator // https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/ float3 ToneMapACESFilmic(float3 x) { float a = 2.51f; float b = 0.03f; float c = 2.43f; float d = 0.59f; float e = 0.14f; return saturate((x*(a*x+b))/(x*(c*x+d)+e)); }