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Add AgX tonemapper option to Environment
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Co-authored-by: Clay John <[email protected]>
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Calinou and clayjohn committed Dec 12, 2024
1 parent cf038de commit 87e3d1e
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Showing 8 changed files with 171 additions and 17 deletions.
4 changes: 4 additions & 0 deletions doc/classes/Environment.xml
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Expand Up @@ -321,6 +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. Only effective if the [member tonemap_mode] isn't set to [constant TONE_MAPPER_LINEAR]. See also [member tonemap_exposure].
[b]Note:[/b] [member tonemap_white] is ignored when using [constant TONE_MAPPER_AGX].
</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 Expand Up @@ -425,6 +426,9 @@
Use the Academy Color Encoding System tonemapper. ACES is slightly more expensive than other options, but it handles bright lighting in a more realistic fashion by desaturating it as it becomes brighter. ACES typically has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] and [constant TONE_MAPPER_FILMIC].
[b]Note:[/b] This tonemapping operator is called "ACES Fitted" in Godot 3.x.
</constant>
<constant name="TONE_MAPPER_AGX" value="4" enum="ToneMapper">
Use the AgX tonemapper. AgX is slightly more expensive than other options, but it handles bright lighting in a more realistic fashion by desaturating it as it becomes brighter. AgX is less likely to darken parts of the scene compared to [constant TONE_MAPPER_ACES] and can match the overall scene brightness of [constant TONE_MAPPER_FILMIC] more closely.
</constant>
<constant name="GLOW_BLEND_MODE_ADDITIVE" value="0" enum="GlowBlendMode">
Additive glow blending mode. Mostly used for particles, glows (bloom), lens flare, bright sources.
</constant>
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3 changes: 3 additions & 0 deletions doc/classes/RenderingServer.xml
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Expand Up @@ -5270,6 +5270,9 @@
Use the Academy Color Encoding System tonemapper. ACES is slightly more expensive than other options, but it handles bright lighting in a more realistic fashion by desaturating it as it becomes brighter. ACES typically has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC].
[b]Note:[/b] This tonemapping operator is called "ACES Fitted" in Godot 3.x.
</constant>
<constant name="ENV_TONE_MAPPER_AGX" value="4" enum="EnvironmentToneMapper">
Use the AgX tonemapper. AgX is slightly more expensive than other options, but it handles bright lighting in a more realistic fashion by desaturating it as it becomes brighter. AgX is less likely to darken parts of the scene compared to [constant ENV_TONE_MAPPER_ACES], and can match [constant ENV_TONE_MAPPER_FILMIC] more closely.
</constant>
<constant name="ENV_SSR_ROUGHNESS_QUALITY_DISABLED" value="0" enum="EnvironmentSSRRoughnessQuality">
Lowest quality of roughness filter for screen-space reflections. Rough materials will not have blurrier screen-space reflections compared to smooth (non-rough) materials. This is the fastest option.
</constant>
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85 changes: 78 additions & 7 deletions drivers/gles3/shaders/tonemap_inc.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -27,6 +27,14 @@ vec3 srgb_to_linear(vec3 color) {

#ifdef APPLY_TONEMAPPING

// Based on Reinhard's extended formula, see equation 4 in https://doi.org/cjbgrt
vec3 tonemap_reinhard(vec3 color, float p_white) {
float white_squared = p_white * p_white;
vec3 white_squared_color = white_squared * color;
// Equivalent to color * (1 + color / white_squared) / (1 + color)
return (white_squared_color + color * color) / (white_squared_color + white_squared);
}

vec3 tonemap_filmic(vec3 color, float p_white) {
// exposure bias: input scale (color *= bias, white *= bias) to make the brightness consistent with other tonemappers
// also useful to scale the input to the range that the tonemapper is designed for (some require very high input values)
Expand Down Expand Up @@ -76,18 +84,79 @@ vec3 tonemap_aces(vec3 color, float p_white) {
return color_tonemapped / p_white_tonemapped;
}

// Based on Reinhard's extended formula, see equation 4 in https://doi.org/cjbgrt
vec3 tonemap_reinhard(vec3 color, float p_white) {
float white_squared = p_white * p_white;
vec3 white_squared_color = white_squared * color;
// Equivalent to color * (1 + color / white_squared) / (1 + color)
return (white_squared_color + color * color) / (white_squared_color + white_squared);
// Mean error^2: 3.6705141e-06
vec3 agx_default_contrast_approx(vec3 x) {
vec3 x2 = x * x;
vec3 x4 = x2 * x2;

return +15.5 * x4 * x2 - 40.14 * x4 * x + 31.96 * x4 - 6.868 * x2 * x + 0.4298 * x2 + 0.1191 * x - 0.00232;
}

const mat3 LINEAR_REC2020_TO_LINEAR_SRGB = mat3(
vec3(1.6605, -0.1246, -0.0182),
vec3(-0.5876, 1.1329, -0.1006),
vec3(-0.0728, -0.0083, 1.1187));

const mat3 LINEAR_SRGB_TO_LINEAR_REC2020 = mat3(
vec3(0.6274, 0.0691, 0.0164),
vec3(0.3293, 0.9195, 0.0880),
vec3(0.0433, 0.0113, 0.8956));

vec3 agx(vec3 val) {
const mat3 agx_mat = mat3(
0.856627153315983, 0.137318972929847, 0.11189821299995,
0.0951212405381588, 0.761241990602591, 0.0767994186031903,
0.0482516061458583, 0.101439036467562, 0.811302368396859);

const float min_ev = -12.47393;
const float max_ev = 4.026069;

// Do AGX in rec2020 to match Blender.
val = LINEAR_SRGB_TO_LINEAR_REC2020 * val;
val = max(val, vec3(0.0));

// Input transform (inset).
val = agx_mat * val;

// Log2 space encoding.
val = max(val, 1e-10);
val = clamp(log2(val), min_ev, max_ev);
val = (val - min_ev) / (max_ev - min_ev);

// Apply sigmoid function approximation.
val = agx_default_contrast_approx(val);

return val;
}

vec3 agx_eotf(vec3 val) {
const mat3 agx_mat_out = mat3(
1.1271005818144368, -0.1413297634984383, -0.1413297634984383,
-0.1106066430966032, 1.1578237022162720, -0.1106066430966029,
-0.0164939387178346, -0.0164939387178343, 1.2519364065950405);

val = agx_mat_out * val;

// Convert back to linear so we can escape Rec 2020.
val = pow(val, vec3(2.4));

val = LINEAR_REC2020_TO_LINEAR_SRGB * val;

return val;
}

// Adapted from https://iolite-engine.com/blog_posts/minimal_agx_implementation
vec3 tonemap_agx(vec3 color) {
color = agx(color);
color = agx_eotf(color);
return color;
}

#define TONEMAPPER_LINEAR 0
#define TONEMAPPER_REINHARD 1
#define TONEMAPPER_FILMIC 2
#define TONEMAPPER_ACES 3
#define TONEMAPPER_AGX 4

vec3 apply_tonemapping(vec3 color, float p_white) { // inputs are LINEAR
// Ensure color values passed to tonemappers are positive.
Expand All @@ -98,8 +167,10 @@ vec3 apply_tonemapping(vec3 color, float p_white) { // inputs are LINEAR
return tonemap_reinhard(max(vec3(0.0f), color), p_white);
} else if (tonemapper == TONEMAPPER_FILMIC) {
return tonemap_filmic(max(vec3(0.0f), color), p_white);
} else { // TONEMAPPER_ACES
} else if (tonemapper == TONEMAPPER_ACES) {
return tonemap_aces(max(vec3(0.0f), color), p_white);
} else { // TONEMAPPER_AGX
return tonemap_agx(color);
}
}

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6 changes: 4 additions & 2 deletions scene/resources/environment.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1120,7 +1120,8 @@ void Environment::_validate_property(PropertyInfo &p_property) const {
}
}

if (p_property.name == "tonemap_white" && tone_mapper == TONE_MAPPER_LINEAR) {
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.
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
}

Expand Down Expand Up @@ -1275,7 +1276,7 @@ void Environment::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_tonemap_white"), &Environment::get_tonemap_white);

ADD_GROUP("Tonemap", "tonemap_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "tonemap_mode", PROPERTY_HINT_ENUM, "Linear,Reinhard,Filmic,ACES"), "set_tonemapper", "get_tonemapper");
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");

Expand Down Expand Up @@ -1580,6 +1581,7 @@ void Environment::_bind_methods() {
BIND_ENUM_CONSTANT(TONE_MAPPER_REINHARDT);
BIND_ENUM_CONSTANT(TONE_MAPPER_FILMIC);
BIND_ENUM_CONSTANT(TONE_MAPPER_ACES);
BIND_ENUM_CONSTANT(TONE_MAPPER_AGX);

BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_ADDITIVE);
BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_SCREEN);
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1 change: 1 addition & 0 deletions scene/resources/environment.h
Original file line number Diff line number Diff line change
Expand Up @@ -67,6 +67,7 @@ class Environment : public Resource {
TONE_MAPPER_REINHARDT,
TONE_MAPPER_FILMIC,
TONE_MAPPER_ACES,
TONE_MAPPER_AGX,
};

enum SDFGIYScale {
Expand Down
85 changes: 78 additions & 7 deletions servers/rendering/renderer_rd/shaders/effects/tonemap.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -207,6 +207,14 @@ vec4 texture2D_bicubic(sampler2D tex, vec2 uv, int p_lod) {

#endif // !USE_GLOW_FILTER_BICUBIC

// Based on Reinhard's extended formula, see equation 4 in https://doi.org/cjbgrt
vec3 tonemap_reinhard(vec3 color, float white) {
float white_squared = white * white;
vec3 white_squared_color = white_squared * color;
// Equivalent to color * (1 + color / white_squared) / (1 + color)
return (white_squared_color + color * color) / (white_squared_color + white_squared);
}

vec3 tonemap_filmic(vec3 color, float white) {
// exposure bias: input scale (color *= bias, white *= bias) to make the brightness consistent with other tonemappers
// also useful to scale the input to the range that the tonemapper is designed for (some require very high input values)
Expand Down Expand Up @@ -256,12 +264,72 @@ vec3 tonemap_aces(vec3 color, float white) {
return color_tonemapped / white_tonemapped;
}

// Based on Reinhard's extended formula, see equation 4 in https://doi.org/cjbgrt
vec3 tonemap_reinhard(vec3 color, float white) {
float white_squared = white * white;
vec3 white_squared_color = white_squared * color;
// Equivalent to color * (1 + color / white_squared) / (1 + color)
return (white_squared_color + color * color) / (white_squared_color + white_squared);
// Mean error^2: 3.6705141e-06
vec3 agx_default_contrast_approx(vec3 x) {
vec3 x2 = x * x;
vec3 x4 = x2 * x2;

return +15.5 * x4 * x2 - 40.14 * x4 * x + 31.96 * x4 - 6.868 * x2 * x + 0.4298 * x2 + 0.1191 * x - 0.00232;
}

const mat3 LINEAR_REC2020_TO_LINEAR_SRGB = mat3(
vec3(1.6605, -0.1246, -0.0182),
vec3(-0.5876, 1.1329, -0.1006),
vec3(-0.0728, -0.0083, 1.1187));

const mat3 LINEAR_SRGB_TO_LINEAR_REC2020 = mat3(
vec3(0.6274, 0.0691, 0.0164),
vec3(0.3293, 0.9195, 0.0880),
vec3(0.0433, 0.0113, 0.8956));

vec3 agx(vec3 val) {
const mat3 agx_mat = mat3(
0.856627153315983, 0.137318972929847, 0.11189821299995,
0.0951212405381588, 0.761241990602591, 0.0767994186031903,
0.0482516061458583, 0.101439036467562, 0.811302368396859);

const float min_ev = -12.47393;
const float max_ev = 4.026069;

// Do AGX in rec2020 to match Blender.
val = LINEAR_SRGB_TO_LINEAR_REC2020 * val;
val = max(val, vec3(0.0));

// Input transform (inset).
val = agx_mat * val;

// Log2 space encoding.
val = max(val, 1e-10);
val = clamp(log2(val), min_ev, max_ev);
val = (val - min_ev) / (max_ev - min_ev);

// Apply sigmoid function approximation.
val = agx_default_contrast_approx(val);

return val;
}

vec3 agx_eotf(vec3 val) {
const mat3 agx_mat_out = mat3(
1.1271005818144368, -0.1413297634984383, -0.1413297634984383,
-0.1106066430966032, 1.1578237022162720, -0.1106066430966029,
-0.0164939387178346, -0.0164939387178343, 1.2519364065950405);

val = agx_mat_out * val;

// Convert back to linear so we can escape Rec 2020.
val = pow(val, vec3(2.4));

val = LINEAR_REC2020_TO_LINEAR_SRGB * val;

return val;
}

// Adapted from https://iolite-engine.com/blog_posts/minimal_agx_implementation
vec3 tonemap_agx(vec3 color) {
color = agx(color);
color = agx_eotf(color);
return color;
}

vec3 linear_to_srgb(vec3 color) {
Expand All @@ -275,6 +343,7 @@ vec3 linear_to_srgb(vec3 color) {
#define TONEMAPPER_REINHARD 1
#define TONEMAPPER_FILMIC 2
#define TONEMAPPER_ACES 3
#define TONEMAPPER_AGX 4

vec3 apply_tonemapping(vec3 color, float white) { // inputs are LINEAR
// Ensure color values passed to tonemappers are positive.
Expand All @@ -285,8 +354,10 @@ vec3 apply_tonemapping(vec3 color, float white) { // inputs are LINEAR
return tonemap_reinhard(max(vec3(0.0f), color), white);
} else if (params.tonemapper == TONEMAPPER_FILMIC) {
return tonemap_filmic(max(vec3(0.0f), color), white);
} else { // TONEMAPPER_ACES
} else if (params.tonemapper == TONEMAPPER_ACES) {
return tonemap_aces(max(vec3(0.0f), color), white);
} else { // TONEMAPPER_AGX
return tonemap_agx(color);
}
}

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1 change: 1 addition & 0 deletions servers/rendering_server.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -3054,6 +3054,7 @@ void RenderingServer::_bind_methods() {
BIND_ENUM_CONSTANT(ENV_TONE_MAPPER_REINHARD);
BIND_ENUM_CONSTANT(ENV_TONE_MAPPER_FILMIC);
BIND_ENUM_CONSTANT(ENV_TONE_MAPPER_ACES);
BIND_ENUM_CONSTANT(ENV_TONE_MAPPER_AGX);

BIND_ENUM_CONSTANT(ENV_SSR_ROUGHNESS_QUALITY_DISABLED);
BIND_ENUM_CONSTANT(ENV_SSR_ROUGHNESS_QUALITY_LOW);
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3 changes: 2 additions & 1 deletion servers/rendering_server.h
Original file line number Diff line number Diff line change
Expand Up @@ -1199,7 +1199,8 @@ class RenderingServer : public Object {
ENV_TONE_MAPPER_LINEAR,
ENV_TONE_MAPPER_REINHARD,
ENV_TONE_MAPPER_FILMIC,
ENV_TONE_MAPPER_ACES
ENV_TONE_MAPPER_ACES,
ENV_TONE_MAPPER_AGX,
};

virtual void environment_set_tonemap(RID p_env, EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white) = 0;
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