diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml index 47fc48305b5f..a608d83607fb 100644 --- a/doc/classes/Environment.xml +++ b/doc/classes/Environment.xml @@ -321,6 +321,7 @@ 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]. 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. @@ -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. + + 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. + Additive glow blending mode. Mostly used for particles, glows (bloom), lens flare, bright sources. diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml index c245ac77af2c..ff91c709ccf2 100644 --- a/doc/classes/RenderingServer.xml +++ b/doc/classes/RenderingServer.xml @@ -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. + + 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. + 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. diff --git a/drivers/gles3/shaders/tonemap_inc.glsl b/drivers/gles3/shaders/tonemap_inc.glsl index 6738bdf748cb..2219c39f753e 100644 --- a/drivers/gles3/shaders/tonemap_inc.glsl +++ b/drivers/gles3/shaders/tonemap_inc.glsl @@ -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) @@ -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. @@ -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); } } diff --git a/scene/resources/environment.cpp b/scene/resources/environment.cpp index b5e23e983216..2c667dc64a5e 100644 --- a/scene/resources/environment.cpp +++ b/scene/resources/environment.cpp @@ -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; } @@ -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"); @@ -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); diff --git a/scene/resources/environment.h b/scene/resources/environment.h index 68b49f38d746..ab870bb8207e 100644 --- a/scene/resources/environment.h +++ b/scene/resources/environment.h @@ -67,6 +67,7 @@ class Environment : public Resource { TONE_MAPPER_REINHARDT, TONE_MAPPER_FILMIC, TONE_MAPPER_ACES, + TONE_MAPPER_AGX, }; enum SDFGIYScale { diff --git a/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl b/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl index fa3b45a96274..e895c66d409d 100644 --- a/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl @@ -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) @@ -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) { @@ -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. @@ -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); } } diff --git a/servers/rendering_server.cpp b/servers/rendering_server.cpp index 5e0a1daf2e9a..6d50d35de0e8 100644 --- a/servers/rendering_server.cpp +++ b/servers/rendering_server.cpp @@ -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); diff --git a/servers/rendering_server.h b/servers/rendering_server.h index 0917af73c6a6..349310141743 100644 --- a/servers/rendering_server.h +++ b/servers/rendering_server.h @@ -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;