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;