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UE4:ver.4.19.0

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#contents
&ref(2018-04-10_15h06_00.png,,50%);
&ref(2018-04-10_19h13_22.png,,50%);

まだデフォルトのLUTでもON/OFFで若干色味が変わってしまってるっぽい?

テストしたマテリアル手順
+ LUTテクスチャのFilterを “Tri-linear” に
+ PostProcessMateiralを “Before Tonemapping” に
+ LUTテクスチャの設定を下記に
++ Filterを “Tri-linear” に
++ Texture Groupを “ColorLookupTable” に
+ Mateiralの設定を下記に
++ Mateiral Domainを “Post Process” に
++ Blendable Locatinを “Before Tonemapping” に
+ ノードを下記に
&ref(LUTMaterial.png,,100%);
+ Customノードはこんな感じ
#pre{{
static const float LUTSize = 16;

#if POST_PROCESS_MATERIAL

// ColorLookupTable
{


	// sRGBToLinear
	{
		LinearColor = max(6.10352e-5, LinearColor); // minimum positive non-denormal (fixes black problem on DX11 AMD and NV)
		LinearColor = LinearColor > 0.04045 ? pow( LinearColor * (1.0 / 1.055) + 0.0521327, 2.4 ) : LinearColor * (1.0 / 12.92);
	}
	
	float3 LUTEncodedColor;
#if 0 // if( r.HDR.Display.OutputDevice >= 3 )
	
	// LinearToST2084
	{
		const float m1 = 0.1593017578125; // = 2610. / 4096. * .25;
		const float m2 = 78.84375; // = 2523. / 4096. *  128;
		const float c1 = 0.8359375; // = 2392. / 4096. * 32 - 2413./4096.*32 + 1;
		const float c2 = 18.8515625; // = 2413. / 4096. * 32;
		const float c3 = 18.6875; // = 2392. / 4096. * 32;
		const float C = 10000.;

		float3 L = LinearColor/C;
		float3 Lm = pow(L, m1);
		float3 N1 = ( c1 + c2 * Lm );
		float3 N2 = ( 1.0 + c3 * Lm );
		float3 N = N1 * rcp(N2);
		float3 P = pow( N, m2 );
		
		LUTEncodedColor = P;
	}
#else
	 float LinearRange = 14;
	 float LinearGrey = 0.18;
	 float ExposureGrey = 444;
	 float3 Lin;
	 // LogToLin(0)
	 {
		Lin = exp2( ( float3(0,0,0) - ExposureGrey / 1023.0 ) * LinearRange ) * LinearGrey;
	 }

	// LinToLog
	{
		
		// Using stripped down, 'pure log', formula. Parameterized by grey points and dynamic range covered.
		float3 LogColor = log2(LinearColor + Lin) / LinearRange - log2(LinearGrey) / LinearRange + ExposureGrey / 1023.0;	// scalar: 3log2 3mad
		//float3 LogColor = (log2(LinearColor) - log2(LinearGrey)) / LinearRange + ExposureGrey / 1023.0;
		//float3 LogColor = log2( LinearColor / LinearGrey ) / LinearRange + ExposureGrey / 1023.0;
		//float3 LogColor = (0.432699 * log10(0.5 * LinearColor + 0.037584) + 0.616596) + 0.03;	// SLog
		//float3 LogColor = ( 300 * log10( LinearColor * (1 - .0108) + .0108 ) + 685 ) / 1023;	// Cineon
		LogColor = saturate( LogColor );
		
		LUTEncodedColor = LogColor;
	}
#endif
	
	
	float3 UVW = LUTEncodedColor * ((LUTSize - 1) / LUTSize) + (0.5f / LUTSize);
	
	float3 OutputColor = UnwrappedTexture3DSample( TextureLUT, TextureLUTSampler, UVW, LUTSize ).rgb;
	OutputColor = OutputColor * 1.05;
	
	
	// sRGBToLinear
	{
		// OutputColor = max(6.10352e-5, OutputColor); // minimum positive non-denormal (fixes black problem on DX11 AMD and NV)
		// OutputColor = OutputColor > 0.04045 ? pow( OutputColor * (1.0 / 1.055) + 0.0521327, 2.4 ) : OutputColor * (1.0 / 12.92);
	}


	return OutputColor;
}
#else
return float3(0,0,0);
#endif
}}


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