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UE4:ver.4.19.0
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
- Customノードはこんな感じ
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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