295 lines
14 KiB
C#
295 lines
14 KiB
C#
using System;
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namespace UnityEngine.Rendering.Universal
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{
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/// <summary>
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/// Options to select a tonemapping algorithm to use for color grading.
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/// </summary>
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public enum TonemappingMode
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{
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/// <summary>
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/// Use this option if you do not want to apply tonemapping
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/// </summary>
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None,
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/// <summary>
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/// Use this option if you only want range-remapping with minimal impact on color hue and saturation.
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/// It is generally a great starting point for extensive color grading.
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/// </summary>
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Neutral, // Neutral tonemapper
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/// <summary>
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/// Use this option to apply a close approximation of the reference ACES tonemapper for a more filmic look.
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/// It is more contrasted than Neutral and has an effect on actual color hue and saturation.
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/// Note that if you use this tonemapper all the grading operations will be done in the ACES color spaces for optimal precision and results.
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/// </summary>
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ACES, // ACES Filmic reference tonemapper (custom approximation)
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}
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/// <summary>
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/// Available options for when HDR Output is enabled and Tonemap is set to Neutral.
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/// </summary>
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public enum NeutralRangeReductionMode
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{
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/// <summary>
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/// Simple Reinhard tonemapping curve.
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/// </summary>
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Reinhard = HDRRangeReduction.Reinhard,
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/// <summary>
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/// Range reduction curve as specified in the BT.2390 standard.
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/// </summary>
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BT2390 = HDRRangeReduction.BT2390
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}
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/// <summary>
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/// Preset used when selecting ACES tonemapping for HDR displays.
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/// </summary>
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public enum HDRACESPreset
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{
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/// <summary>
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/// Preset for a display with a maximum range of 1000 nits.
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/// </summary>
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ACES1000Nits = HDRRangeReduction.ACES1000Nits,
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/// <summary>
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/// Preset for a display with a maximum range of 2000 nits.
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/// </summary>
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ACES2000Nits = HDRRangeReduction.ACES2000Nits,
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/// <summary>
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/// Preset for a display with a maximum range of 4000 nits.
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/// </summary>
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ACES4000Nits = HDRRangeReduction.ACES4000Nits,
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}
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/// <summary>
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/// A volume component that holds settings for the tonemapping effect.
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/// </summary>
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/// <remarks>
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/// You can add <see cref="VolumeComponent"/> to a <see cref="VolumeProfile"/> in the Editor to apply a tonemapping post-processing effect.
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/// </remarks>
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/// <example>
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/// <para>This sample code shows how settings can be retrieved and modified in runtime:</para>
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/// <code>
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/// using System;
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/// using UnityEngine;
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/// using UnityEngine.Rendering;
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/// using UnityEngine.Rendering.Universal;
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///
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/// public class ModifyVolumeComponent : MonoBehaviour
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/// {
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/// [SerializeField] VolumeProfile volumeProfile;
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/// [SerializeField] VolumeSettings volumeSettings;
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///
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/// private bool m_HasRetrievedVolumeComponent;
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/// private Tonemapping m_VolumeComponent;
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///
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/// [Serializable]
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/// private struct VolumeSettings
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/// {
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/// public bool active;
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/// public TonemappingModeParameter mode;
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/// public NeutralRangeReductionModeParameter neutralHDRRangeReductionMode;
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/// public HDRACESPresetParameter acesPreset;
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/// public ClampedFloatParameter hueShiftAmount;
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/// public BoolParameter detectPaperWhite;
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/// public ClampedFloatParameter paperWhite;
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/// public BoolParameter detectBrightnessLimits;
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/// public ClampedFloatParameter minNits;
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/// public ClampedFloatParameter maxNits;
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///
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///
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/// public void SetVolumeComponentSettings(ref Tonemapping volumeComponent)
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/// {
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/// volumeComponent.active = active;
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/// volumeComponent.mode = mode;
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/// volumeComponent.neutralHDRRangeReductionMode = neutralHDRRangeReductionMode;
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/// volumeComponent.acesPreset = acesPreset;
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/// volumeComponent.hueShiftAmount = hueShiftAmount;
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/// volumeComponent.detectPaperWhite = detectPaperWhite;
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/// volumeComponent.paperWhite = paperWhite;
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/// volumeComponent.detectBrightnessLimits = detectBrightnessLimits;
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/// volumeComponent.minNits = minNits;
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/// volumeComponent.maxNits = maxNits;
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/// }
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///
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/// public void GetVolumeComponentSettings(ref Tonemapping volumeComponent)
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/// {
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/// active = volumeComponent.active;
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/// mode = volumeComponent.mode;
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/// neutralHDRRangeReductionMode = volumeComponent.neutralHDRRangeReductionMode;
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/// acesPreset = volumeComponent.acesPreset;
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/// hueShiftAmount = volumeComponent.hueShiftAmount;
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/// detectPaperWhite = volumeComponent.detectPaperWhite;
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/// paperWhite = volumeComponent.paperWhite;
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/// detectBrightnessLimits = volumeComponent.detectBrightnessLimits;
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/// minNits = volumeComponent.minNits;
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/// maxNits = volumeComponent.maxNits;
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/// }
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/// }
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///
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/// private void Start()
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/// {
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/// m_HasRetrievedVolumeComponent = GetVolumeComponent(in volumeProfile, ref m_VolumeComponent);
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/// if (m_HasRetrievedVolumeComponent)
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/// volumeSettings.GetVolumeComponentSettings(ref m_VolumeComponent);
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/// }
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///
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/// private void Update()
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/// {
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/// if (!m_HasRetrievedVolumeComponent)
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/// return;
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///
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/// volumeSettings.SetVolumeComponentSettings(ref m_VolumeComponent);
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/// }
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///
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/// private static bool GetVolumeComponent(in VolumeProfile volumeProfile, ref Tonemapping volumeComponent)
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/// {
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/// if (volumeComponent != null)
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/// return true;
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///
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/// if (volumeProfile == null)
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/// {
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/// Debug.LogError("ModifyVolumeComponent.GetVolumeComponent():\nvolumeProfile has not been assigned.");
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/// return false;
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/// }
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///
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/// volumeProfile.TryGet(out Tonemapping component);
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/// if (component == null)
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/// {
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/// Debug.LogError($"ModifyVolumeComponent.GetVolumeComponent():\nMissing component in the \"{volumeProfile.name}\" VolumeProfile ");
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/// return false;
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/// }
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///
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/// volumeComponent = component;
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/// return true;
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/// }
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/// }
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/// </code>
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/// </example>
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/// <seealso cref="VolumeProfile"/>
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/// <seealso cref="VolumeComponent"/>
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/// <seealso cref="IPostProcessComponent"/>
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/// <seealso cref="VolumeParameter{T}"/>
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/// <seealso cref="TonemappingModeParameter"/>
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/// <seealso cref="NeutralRangeReductionModeParameter"/>
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/// <seealso cref="HDRACESPresetParameter"/>
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/// <seealso cref="ClampedFloatParameter"/>
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/// <seealso cref="BoolParameter"/>
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[Serializable, VolumeComponentMenu("Post-processing/Tonemapping")]
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[SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))]
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[URPHelpURL("post-processing-tonemapping")]
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public sealed class Tonemapping : VolumeComponent, IPostProcessComponent
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{
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/// <summary>
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/// Use this to select a tonemapping algorithm to use for color grading.
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/// </summary>
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[Tooltip("Select a tonemapping algorithm to use for the color grading process.")]
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public TonemappingModeParameter mode = new TonemappingModeParameter(TonemappingMode.None);
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// -- HDR Output options --
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/// <summary>
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/// Specifies the range reduction mode used when HDR output is enabled and Neutral tonemapping is enabled.
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/// </summary>
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[AdditionalProperty]
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[Tooltip("Specifies the range reduction mode used when HDR output is enabled and Neutral tonemapping is enabled.")]
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public NeutralRangeReductionModeParameter neutralHDRRangeReductionMode = new NeutralRangeReductionModeParameter(NeutralRangeReductionMode.BT2390);
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/// <summary>
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/// Specifies the preset for HDR displays.
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/// </summary>
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[Tooltip("Use the ACES preset for HDR displays.")]
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public HDRACESPresetParameter acesPreset = new HDRACESPresetParameter(HDRACESPreset.ACES1000Nits);
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/// <summary>
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/// Specify how much hue to preserve. Values closer to 0 are likely to preserve hue. As values get closer to 1, Unity doesn't correct hue shifts.
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/// </summary>
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[Tooltip("Specify how much hue to preserve. Values closer to 0 are likely to preserve hue. As values get closer to 1, Unity doesn't correct hue shifts.")]
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public ClampedFloatParameter hueShiftAmount = new ClampedFloatParameter(0.0f, 0.0f, 1.0f);
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/// <summary>
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/// Enable to use values detected from the output device as paper white. When enabled, output images might differ between SDR and HDR. For best accuracy, set this value manually.
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/// </summary>
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[Tooltip("Enable to use values detected from the output device as paper white. When enabled, output images might differ between SDR and HDR. For best accuracy, set this value manually.")]
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public BoolParameter detectPaperWhite = new BoolParameter(false);
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/// <summary>
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/// The reference brightness of a paper white surface. This property determines the maximum brightness of UI. The brightness of the scene is scaled relative to this value. The value is in nits.
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/// </summary>
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[Tooltip("The reference brightness of a paper white surface. This property determines the maximum brightness of UI. The brightness of the scene is scaled relative to this value. The value is in nits.")]
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public ClampedFloatParameter paperWhite = new ClampedFloatParameter(300.0f, 0.0f, 400.0f);
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/// <summary>
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/// Enable to use the minimum and maximum brightness values detected from the output device. For best accuracy, considering calibrating these values manually.
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/// </summary>
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[Tooltip("Enable to use the minimum and maximum brightness values detected from the output device. For best accuracy, considering calibrating these values manually.")]
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public BoolParameter detectBrightnessLimits = new BoolParameter(true);
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/// <summary>
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/// The minimum brightness of the screen (in nits). This value is assumed to be 0.005f with ACES Tonemap.
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/// </summary>
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[Tooltip("The minimum brightness of the screen (in nits). This value is assumed to be 0.005f with ACES Tonemap.")]
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public ClampedFloatParameter minNits = new ClampedFloatParameter(0.005f, 0.0f, 50.0f);
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/// <summary>
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/// The maximum brightness of the screen (in nits). This value is defined by the preset when using ACES Tonemap.
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/// </summary>
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[Tooltip("The maximum brightness of the screen (in nits). This value is defined by the preset when using ACES Tonemap.")]
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public ClampedFloatParameter maxNits = new ClampedFloatParameter(1000.0f, 0.0f, 5000.0f);
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/// <summary>
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/// Tells if the post process needs to be rendered or not.
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/// </summary>
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/// <returns><c>true</c> if the effect should be rendered, <c>false</c> otherwise.</returns>
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public bool IsActive() => mode.value != TonemappingMode.None;
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/// <summary>
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/// Tells if the post process can run the effect on-tile or if it needs a full pass.
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/// </summary>
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/// <returns><c>true</c> if it can run on-tile, <c>false</c> otherwise.</returns>
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[Obsolete("Unused #from(2023.1)", false)]
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public bool IsTileCompatible() => true;
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}
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/// <summary>
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/// A <see cref="VolumeParameter"/> that holds a <see cref="TonemappingMode"/> value.
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/// </summary>
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[Serializable]
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public sealed class TonemappingModeParameter : VolumeParameter<TonemappingMode>
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{
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/// <summary>
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/// Creates a new <see cref="TonemappingModeParameter"/> instance.
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/// </summary>
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/// <param name="value">The initial value to store in the parameter.</param>
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/// <param name="overrideState">The initial override state for the parameter.</param>
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public TonemappingModeParameter(TonemappingMode value, bool overrideState = false) : base(value, overrideState) { }
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}
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/// <summary>
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/// A <see cref="VolumeParameter"/> that contains a <see cref="NeutralRangeReductionMode"/> value.
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/// </summary>
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[Serializable]
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public sealed class NeutralRangeReductionModeParameter : VolumeParameter<NeutralRangeReductionMode>
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{
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/// <summary>
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/// Creates a new <see cref="NeutralRangeReductionModeParameter"/> instance.
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/// </summary>
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/// <param name="value">The initial value to store in the parameter.</param>
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/// <param name="overrideState">The initial override state for the parameter.</param>
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public NeutralRangeReductionModeParameter(NeutralRangeReductionMode value, bool overrideState = false) : base(value, overrideState) { }
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}
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/// <summary>
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/// A <see cref="VolumeParameter"/> that contains a <see cref="HDRACESPreset"/> value.
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/// </summary>
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[Serializable]
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public sealed class HDRACESPresetParameter : VolumeParameter<HDRACESPreset>
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{
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/// <summary>
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/// Creates a new <see cref="HDRACESPresetParameter"/> instance.
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/// </summary>
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/// <param name="value">The initial value to store in the parameter.</param>
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/// <param name="overrideState">The initial override state for the parameter.</param>
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public HDRACESPresetParameter(HDRACESPreset value, bool overrideState = false) : base(value, overrideState) { }
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}
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}
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