fix post procressing with transparent bg and keep alpha channel of the tonemap shader output

This commit is contained in:
Kinwailo 2021-11-04 11:59:33 +08:00
parent f05104f99c
commit b1a50ad805
6 changed files with 117 additions and 74 deletions

View file

@ -2794,9 +2794,8 @@ void RasterizerSceneGLES2::_post_process(Environment *env, const CameraMatrix &p
glDepthFunc(GL_LEQUAL);
glColorMask(1, 1, 1, 1);
//no post process on small, transparent or render targets without an env
bool use_post_process = env && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT];
use_post_process = use_post_process && storage->frame.current_rt->width >= 4 && storage->frame.current_rt->height >= 4;
//no post process on small or render targets without an env
bool use_post_process = env && storage->frame.current_rt->width >= 4 && storage->frame.current_rt->height >= 4;
use_post_process = use_post_process && storage->frame.current_rt->mip_maps_allocated;
if (env) {

View file

@ -250,7 +250,7 @@ void main() {
#endif
float amount = smoothstep(dof_begin, dof_end, depth);
float k_accum = 0.0;
vec4 k_accum = vec4(0.0);
for (int i = 0; i < dof_kernel_size; i++) {
int int_ofs = i - dof_kernel_from;
@ -267,14 +267,16 @@ void main() {
#endif
float tap_amount = int_ofs == 0 ? 1.0 : smoothstep(dof_begin, dof_end, tap_depth);
tap_amount *= tap_amount * tap_amount; //prevent undesired glow effect
tap_amount *= tap_k;
vec4 tap_color = texture2DLod(source_color, tap_uv, 0.0) * tap_k;
vec4 tap_color = texture2DLod(source_color, tap_uv, 0.0);
k_accum += tap_k * tap_amount;
color_accum += tap_color * tap_amount;
vec4 w = vec4(tap_amount) * vec4(vec3(tap_color.a), 1.0);
k_accum += w;
color_accum += tap_color * w;
}
if (k_accum > 0.0) {
if (k_accum.r > 0.0) {
color_accum /= k_accum;
}
@ -287,6 +289,7 @@ void main() {
vec4 color_accum = vec4(0.0);
float max_accum = 0.0;
float k_accum = 0.0;
for (int i = 0; i < dof_kernel_size; i++) {
int int_ofs = i - dof_kernel_from;
@ -296,6 +299,7 @@ void main() {
float tap_k = dof_kernel[i];
vec4 tap_color = texture2DLod(source_color, tap_uv, 0.0);
float w = tap_color.a;
float tap_depth = texture2D(dof_source_depth, tap_uv, 0.0).r;
tap_depth = tap_depth * 2.0 - 1.0;
@ -315,9 +319,14 @@ void main() {
max_accum = max(max_accum, tap_amount * ofs_influence);
k_accum += w;
tap_color.rgb *= w;
color_accum += tap_color * tap_k;
}
if (k_accum > 0.0) {
color_accum.rgb /= k_accum / dof_kernel_size;
}
color_accum.a = max(color_accum.a, sqrt(max_accum));
gl_FragColor = color_accum;

View file

@ -180,13 +180,13 @@ vec4 texture2D_bicubic(sampler2D tex, vec2 uv, int p_lod) {
#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) texture2DLod(m_tex, m_uv, float(m_lod))
#endif //GL_EXT_gpu_shader4
vec3 apply_glow(vec3 color, vec3 glow) { // apply glow using the selected blending mode
vec4 apply_glow(vec4 color, vec3 glow) { // apply glow using the selected blending mode
#ifdef USE_GLOW_REPLACE
color = glow;
color.rgb = glow;
#endif
#ifdef USE_GLOW_SCREEN
color = max((color + glow) - (color * glow), vec3(0.0));
color.rgb = max((color.rgb + glow) - (color.rgb * glow), vec3(0.0));
#endif
#ifdef USE_GLOW_SOFTLIGHT
@ -198,7 +198,18 @@ vec3 apply_glow(vec3 color, vec3 glow) { // apply glow using the selected blendi
#endif
#if !defined(USE_GLOW_SCREEN) && !defined(USE_GLOW_SOFTLIGHT) && !defined(USE_GLOW_REPLACE) // no other selected -> additive
color += glow;
color.rgb += glow;
#endif
#ifndef USE_GLOW_SOFTLIGHT // softlight has no effect on black color
// compute the alpha from glow
float a = max(max(glow.r, glow.g), glow.b);
color.a = a + color.a * (1 - a);
if (color.a == 0.0) {
color.rgb = vec3(0.0);
} else if (color.a < 1.0) {
color.rgb /= color.a;
}
#endif
return color;
@ -220,22 +231,22 @@ vec3 apply_color_correction(vec3 color, sampler2D correction_tex) {
return color;
}
vec3 apply_fxaa(vec3 color, vec2 uv_interp, vec2 pixel_size) {
vec4 apply_fxaa(vec4 color, vec2 uv_interp, vec2 pixel_size) {
const float FXAA_REDUCE_MIN = (1.0 / 128.0);
const float FXAA_REDUCE_MUL = (1.0 / 8.0);
const float FXAA_SPAN_MAX = 8.0;
vec3 rgbNW = texture2DLod(source, uv_interp + vec2(-1.0, -1.0) * pixel_size, 0.0).xyz;
vec3 rgbNE = texture2DLod(source, uv_interp + vec2(1.0, -1.0) * pixel_size, 0.0).xyz;
vec3 rgbSW = texture2DLod(source, uv_interp + vec2(-1.0, 1.0) * pixel_size, 0.0).xyz;
vec3 rgbSE = texture2DLod(source, uv_interp + vec2(1.0, 1.0) * pixel_size, 0.0).xyz;
vec3 rgbM = color;
vec4 rgbNW = texture2DLod(source, uv_interp + vec2(-1.0, -1.0) * pixel_size, 0.0);
vec4 rgbNE = texture2DLod(source, uv_interp + vec2(1.0, -1.0) * pixel_size, 0.0);
vec4 rgbSW = texture2DLod(source, uv_interp + vec2(-1.0, 1.0) * pixel_size, 0.0);
vec4 rgbSE = texture2DLod(source, uv_interp + vec2(1.0, 1.0) * pixel_size, 0.0);
vec3 rgbM = color.rgb;
vec3 luma = vec3(0.299, 0.587, 0.114);
float lumaNW = dot(rgbNW, luma);
float lumaNE = dot(rgbNE, luma);
float lumaSW = dot(rgbSW, luma);
float lumaSE = dot(rgbSE, luma);
float lumaM = dot(rgbM, luma);
float lumaNW = dot(rgbNW.rgb, luma) - ((1 - rgbNW.a) / 8.0);
float lumaNE = dot(rgbNE.rgb, luma) - ((1 - rgbNE.a) / 8.0);
float lumaSW = dot(rgbSW.rgb, luma) - ((1 - rgbSW.a) / 8.0);
float lumaSE = dot(rgbSE.rgb, luma) - ((1 - rgbSE.a) / 8.0);
float lumaM = dot(rgbM, luma) - (color.a / 8.0);
float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
@ -253,19 +264,21 @@ vec3 apply_fxaa(vec3 color, vec2 uv_interp, vec2 pixel_size) {
dir * rcpDirMin)) *
pixel_size;
vec3 rgbA = 0.5 * (texture2DLod(source, uv_interp + dir * (1.0 / 3.0 - 0.5), 0.0).xyz + texture2DLod(source, uv_interp + dir * (2.0 / 3.0 - 0.5), 0.0).xyz);
vec3 rgbB = rgbA * 0.5 + 0.25 * (texture2DLod(source, uv_interp + dir * -0.5, 0.0).xyz + texture2DLod(source, uv_interp + dir * 0.5, 0.0).xyz);
vec4 rgbA = 0.5 * (texture2DLod(source, uv_interp + dir * (1.0 / 3.0 - 0.5), 0.0) + texture2DLod(source, uv_interp + dir * (2.0 / 3.0 - 0.5), 0.0));
vec4 rgbB = rgbA * 0.5 + 0.25 * (texture2DLod(source, uv_interp + dir * -0.5, 0.0) + texture2DLod(source, uv_interp + dir * 0.5, 0.0));
float lumaB = dot(rgbB, luma);
if ((lumaB < lumaMin) || (lumaB > lumaMax)) {
return rgbA;
} else {
return rgbB;
float lumaB = dot(rgbB.rgb, luma) - ((1 - rgbB.a) / 8.0);
vec4 color_output = ((lumaB < lumaMin) || (lumaB > lumaMax)) ? rgbA : rgbB;
if (color_output.a == 0.0) {
color_output.rgb = vec3(0.0);
} else if (color_output.a < 1.0) {
color_output.rgb /= color_output.a;
}
return color_output;
}
void main() {
vec3 color = texture2DLod(source, uv_interp, 0.0).rgb;
vec4 color = texture2DLod(source, uv_interp, 0.0);
#ifdef USE_FXAA
color = apply_fxaa(color, uv_interp, pixel_size);
@ -336,12 +349,12 @@ void main() {
// Additional effects
#ifdef USE_BCS
color = apply_bcs(color, bcs);
color.rgb = apply_bcs(color.rgb, bcs);
#endif
#ifdef USE_COLOR_CORRECTION
color = apply_color_correction(color, color_correction);
color.rgb = apply_color_correction(color.rgb, color_correction);
#endif
gl_FragColor = vec4(color, 1.0);
gl_FragColor = color;
}

View file

@ -3593,7 +3593,7 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
}
if ((!env || storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT] || storage->frame.current_rt->width < 4 || storage->frame.current_rt->height < 4) && !storage->frame.current_rt->use_fxaa && !storage->frame.current_rt->use_debanding && storage->frame.current_rt->sharpen_intensity < 0.001) { //no post process on small render targets
if ((!env || storage->frame.current_rt->width < 4 || storage->frame.current_rt->height < 4) && !storage->frame.current_rt->use_fxaa && !storage->frame.current_rt->use_debanding && storage->frame.current_rt->sharpen_intensity < 0.001) { //no post process on small render targets
//no environment or transparent render, simply return and convert to SRGB
if (storage->frame.current_rt->external.fbo != 0) {
glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->external.fbo);

View file

@ -201,7 +201,7 @@ void main() {
#endif
float amount = smoothstep(dof_begin, dof_end, depth);
float k_accum = 0.0;
vec4 k_accum = vec4(0.0);
for (int i = 0; i < dof_kernel_size; i++) {
int int_ofs = i - dof_kernel_from;
@ -218,14 +218,16 @@ void main() {
#endif
float tap_amount = mix(smoothstep(dof_begin, dof_end, tap_depth), 1.0, int_ofs == 0);
tap_amount *= tap_amount * tap_amount; //prevent undesired glow effect
tap_amount *= tap_k;
vec4 tap_color = textureLod(source_color, tap_uv, 0.0) * tap_k;
vec4 tap_color = textureLod(source_color, tap_uv, 0.0);
k_accum += tap_k * tap_amount;
color_accum += tap_color * tap_amount;
vec4 w = vec4(tap_amount) * vec4(vec3(tap_color.a), 1.0);
k_accum += w;
color_accum += tap_color * w;
}
if (k_accum > 0.0) {
if (k_accum.r > 0.0) {
color_accum /= k_accum;
}
@ -238,6 +240,7 @@ void main() {
vec4 color_accum = vec4(0.0);
float max_accum = 0.0;
float k_accum = 0.0;
for (int i = 0; i < dof_kernel_size; i++) {
int int_ofs = i - dof_kernel_from;
@ -247,6 +250,7 @@ void main() {
float tap_k = dof_kernel[i];
vec4 tap_color = textureLod(source_color, tap_uv, 0.0);
float w = tap_color.a;
float tap_depth = texture(dof_source_depth, tap_uv, 0.0).r;
tap_depth = tap_depth * 2.0 - 1.0;
@ -266,9 +270,14 @@ void main() {
max_accum = max(max_accum, tap_amount * ofs_influence);
k_accum += w;
tap_color.rgb *= w;
color_accum += tap_color * tap_k;
}
if (k_accum > 0.0) {
color_accum.rgb /= k_accum / dof_kernel_size;
}
color_accum.a = max(color_accum.a, sqrt(max_accum));
#ifdef DOF_NEAR_BLUR_MERGE

View file

@ -264,20 +264,20 @@ vec3 gather_glow(sampler2D tex, vec2 uv) { // sample all selected glow levels
return glow;
}
vec3 apply_glow(vec3 color, vec3 glow) { // apply glow using the selected blending mode
vec4 apply_glow(vec4 color, vec3 glow) { // apply glow using the selected blending mode
#ifdef USE_GLOW_REPLACE
color = glow;
color.rgb = glow;
#endif
#ifdef USE_GLOW_SCREEN
//need color clamping
color = clamp(color, vec3(0.0f), vec3(1.0f));
color = max((color + glow) - (color * glow), vec3(0.0));
color.rgb = clamp(color.rgb, vec3(0.0f), vec3(1.0f));
color.rgb = max((color.rgb + glow) - (color.rgb * glow), vec3(0.0));
#endif
#ifdef USE_GLOW_SOFTLIGHT
//need color clamping
color = clamp(color, vec3(0.0f), vec3(1.0));
color.rgb = clamp(color.rgb, vec3(0.0f), vec3(1.0));
glow = glow * vec3(0.5f) + vec3(0.5f);
color.r = (glow.r <= 0.5f) ? (color.r - (1.0f - 2.0f * glow.r) * color.r * (1.0f - color.r)) : (((glow.r > 0.5f) && (color.r <= 0.25f)) ? (color.r + (2.0f * glow.r - 1.0f) * (4.0f * color.r * (4.0f * color.r + 1.0f) * (color.r - 1.0f) + 7.0f * color.r)) : (color.r + (2.0f * glow.r - 1.0f) * (sqrt(color.r) - color.r)));
@ -286,7 +286,18 @@ vec3 apply_glow(vec3 color, vec3 glow) { // apply glow using the selected blendi
#endif
#if !defined(USE_GLOW_SCREEN) && !defined(USE_GLOW_SOFTLIGHT) && !defined(USE_GLOW_REPLACE) // no other selected -> additive
color += glow;
color.rgb += glow;
#endif
#ifndef USE_GLOW_SOFTLIGHT // softlight has no effect on black color
// compute the alpha from glow
float a = max(max(glow.r, glow.g), glow.b);
color.a = a + color.a * (1 - a);
if (color.a == 0.0) {
color.rgb = vec3(0.0);
} else if (color.a < 1.0) {
color.rgb /= color.a;
}
#endif
return color;
@ -308,22 +319,22 @@ vec3 apply_color_correction(vec3 color, sampler2D correction_tex) {
return color;
}
vec3 apply_fxaa(vec3 color, float exposure, vec2 uv_interp, vec2 pixel_size) {
vec4 apply_fxaa(vec4 color, float exposure, vec2 uv_interp, vec2 pixel_size) {
const float FXAA_REDUCE_MIN = (1.0 / 128.0);
const float FXAA_REDUCE_MUL = (1.0 / 8.0);
const float FXAA_SPAN_MAX = 8.0;
vec3 rgbNW = textureLod(source, uv_interp + vec2(-1.0, -1.0) * pixel_size, 0.0).xyz * exposure;
vec3 rgbNE = textureLod(source, uv_interp + vec2(1.0, -1.0) * pixel_size, 0.0).xyz * exposure;
vec3 rgbSW = textureLod(source, uv_interp + vec2(-1.0, 1.0) * pixel_size, 0.0).xyz * exposure;
vec3 rgbSE = textureLod(source, uv_interp + vec2(1.0, 1.0) * pixel_size, 0.0).xyz * exposure;
vec3 rgbM = color;
vec4 rgbNW = textureLod(source, uv_interp + vec2(-1.0, -1.0) * pixel_size, 0.0);
vec4 rgbNE = textureLod(source, uv_interp + vec2(1.0, -1.0) * pixel_size, 0.0);
vec4 rgbSW = textureLod(source, uv_interp + vec2(-1.0, 1.0) * pixel_size, 0.0);
vec4 rgbSE = textureLod(source, uv_interp + vec2(1.0, 1.0) * pixel_size, 0.0);
vec3 rgbM = color.rgb;
vec3 luma = vec3(0.299, 0.587, 0.114);
float lumaNW = dot(rgbNW, luma);
float lumaNE = dot(rgbNE, luma);
float lumaSW = dot(rgbSW, luma);
float lumaSE = dot(rgbSE, luma);
float lumaM = dot(rgbM, luma);
float lumaNW = dot(rgbNW.rgb * exposure, luma) - ((1 - rgbNW.a) / 8.0);
float lumaNE = dot(rgbNE.rgb * exposure, luma) - ((1 - rgbNE.a) / 8.0);
float lumaSW = dot(rgbSW.rgb * exposure, luma) - ((1 - rgbSW.a) / 8.0);
float lumaSE = dot(rgbSE.rgb * exposure, luma) - ((1 - rgbSE.a) / 8.0);
float lumaM = dot(rgbM * exposure, luma) - (color.a / 8.0);
float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
@ -341,15 +352,17 @@ vec3 apply_fxaa(vec3 color, float exposure, vec2 uv_interp, vec2 pixel_size) {
dir * rcpDirMin)) *
pixel_size;
vec3 rgbA = 0.5 * exposure * (textureLod(source, uv_interp + dir * (1.0 / 3.0 - 0.5), 0.0).xyz + textureLod(source, uv_interp + dir * (2.0 / 3.0 - 0.5), 0.0).xyz);
vec3 rgbB = rgbA * 0.5 + 0.25 * exposure * (textureLod(source, uv_interp + dir * -0.5, 0.0).xyz + textureLod(source, uv_interp + dir * 0.5, 0.0).xyz);
vec4 rgbA = 0.5 * exposure * (textureLod(source, uv_interp + dir * (1.0 / 3.0 - 0.5), 0.0) + textureLod(source, uv_interp + dir * (2.0 / 3.0 - 0.5), 0.0));
vec4 rgbB = rgbA * 0.5 + 0.25 * exposure * (textureLod(source, uv_interp + dir * -0.5, 0.0) + textureLod(source, uv_interp + dir * 0.5, 0.0));
float lumaB = dot(rgbB, luma);
if ((lumaB < lumaMin) || (lumaB > lumaMax)) {
return rgbA;
} else {
return rgbB;
float lumaB = dot(rgbB.rgb, luma) - ((1 - rgbB.a) / 8.0);
vec4 color_output = ((lumaB < lumaMin) || (lumaB > lumaMax)) ? rgbA : rgbB;
if (color_output.a == 0.0) {
color_output.rgb = vec3(0.0);
} else if (color_output.a < 1.0) {
color_output.rgb /= color_output.a;
}
return color_output;
}
// From http://alex.vlachos.com/graphics/Alex_Vlachos_Advanced_VR_Rendering_GDC2015.pdf
@ -413,7 +426,7 @@ vec3 apply_cas(vec3 color, float exposure, vec2 uv_interp, float sharpen_intensi
}
void main() {
vec3 color = textureLod(source, uv_interp, 0.0f).rgb;
vec4 color = textureLod(source, uv_interp, 0.0f);
// Exposure
float full_exposure = exposure;
@ -422,7 +435,7 @@ void main() {
full_exposure /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / auto_exposure_grey;
#endif
color *= full_exposure;
color.rgb *= full_exposure;
#ifdef USE_FXAA
// FXAA must be applied before tonemapping.
@ -432,24 +445,24 @@ void main() {
#ifdef USE_SHARPENING
// CAS gives best results when applied after tonemapping, but `source` isn't tonemapped.
// As a workaround, apply CAS before tonemapping so that the image still has a correct appearance when tonemapped.
color = apply_cas(color, full_exposure, uv_interp, sharpen_intensity);
color.rgb = apply_cas(color.rgb, full_exposure, uv_interp, sharpen_intensity);
#endif
#ifdef USE_DEBANDING
// For best results, debanding should be done before tonemapping.
// Otherwise, we're adding noise to an already-quantized image.
color += screen_space_dither(gl_FragCoord.xy);
color.rgb += screen_space_dither(gl_FragCoord.xy);
#endif
// Early Tonemap & SRGB Conversion; note that Linear tonemapping does not clamp to [0, 1]; some operations below expect a [0, 1] range and will clamp
color = apply_tonemapping(color, white);
color.rgb = apply_tonemapping(color.rgb, white);
#ifdef KEEP_3D_LINEAR
// leave color as is (-> don't convert to SRGB)
#else
//need color clamping
color = clamp(color, vec3(0.0f), vec3(1.0f));
color = linear_to_srgb(color); // regular linear -> SRGB conversion (needs clamped values)
color.rgb = clamp(color.rgb, vec3(0.0f), vec3(1.0f));
color.rgb = linear_to_srgb(color.rgb); // regular linear -> SRGB conversion (needs clamped values)
#endif
// Glow
@ -468,12 +481,12 @@ void main() {
// Additional effects
#ifdef USE_BCS
color = apply_bcs(color, bcs);
color.rgb = apply_bcs(color.rgb, bcs);
#endif
#ifdef USE_COLOR_CORRECTION
color = apply_color_correction(color, color_correction);
color.rgb = apply_color_correction(color.rgb, color_correction);
#endif
frag_color = vec4(color, 1.0f);
frag_color = color;
}