Files
vulkan_tweaking/shaders/FilmicAnamorphSharpen.fx
T
2025-03-19 20:42:33 +03:00

307 lines
7.6 KiB
HLSL

/*------------------.
| :: Description :: |
'-------------------/
Filmic Anamorph Sharpen PS (version 1.5.0)
Copyright:
This code © 2018-2023 Jakub Maximilian Fober
Some changes by ccritchfield https://github.com/ccritchfield
License:
This work is licensed under the Creative Commons
Attribution-ShareAlike 4.0 International License.
To view a copy of this license, visit
http://creativecommons.org/licenses/by-sa/4.0/
*/
/*--------------.
| :: Commons :: |
'--------------*/
#include "ReShade.fxh"
#include "ReShadeUI.fxh"
#include "ColorConversion.fxh"
#include "LinearGammaWorkflow.fxh"
/*-----------.
| :: Menu :: |
'-----------*/
uniform float Strength
< __UNIFORM_SLIDER_FLOAT1
ui_label = "Strength";
ui_min = 0.0; ui_max = 100.0; ui_step = 0.01;
> = 60.0;
uniform float Offset
< __UNIFORM_SLIDER_FLOAT1
ui_units = " pixel";
ui_label = "Radius";
ui_tooltip = "High-pass cross offset in pixels";
ui_min = 0.0; ui_max = 2.0; ui_step = 0.01;
> = 0.1;
uniform float Clamp
< __UNIFORM_SLIDER_FLOAT1
ui_label = "Clamping";
ui_min = 0.5; ui_max = 1.0; ui_step = 0.001;
> = 0.65;
uniform bool UseMask
< __UNIFORM_INPUT_BOOL1
ui_label = "Sharpen only center";
ui_tooltip = "Sharpen only in center of the image";
> = false;
uniform bool DepthMask
< __UNIFORM_INPUT_BOOL1
ui_label = "Enable depth rim masking";
ui_tooltip = "Depth high-pass mask switch";
ui_category = "Depth mask";
ui_category_closed = true;
> = false;
uniform int DepthMaskContrast
< __UNIFORM_DRAG_INT1
ui_label = "Edges mask strength";
ui_tooltip = "Depth high-pass mask amount";
ui_category = "Depth mask";
ui_min = 0; ui_max = 2000; ui_step = 1;
> = 128;
uniform bool Preview
< __UNIFORM_INPUT_BOOL1
ui_label = "Preview sharpen layer";
ui_tooltip = "Preview sharpen layer and mask for adjustment.\n"
"If you don't see red strokes,\n"
"try changing Preprocessor Definitions in the Settings tab.";
ui_category = "Debug View";
ui_category_closed = true;
> = false;
/*---------------.
| :: Textures :: |
'---------------*/
// Define screen texture with mirror tiles
sampler BackBuffer
{
Texture = ReShade::BackBufferTex;
AddressU = MIRROR;
AddressV = MIRROR;
};
/*----------------.
| :: Functions :: |
'----------------*/
// Overlay blending mode
float Overlay(float LayerA, float LayerB)
{
float MinA = min(LayerA, 0.5);
float MinB = min(LayerB, 0.5);
float MaxA = max(LayerA, 0.5);
float MaxB = max(LayerB, 0.5);
return 2f*(MinA*MinB+MaxA+MaxB-MaxA*MaxB)-1.5;
}
// Overlay blending mode for one input
float Overlay(float LayerAB)
{
float MinAB = min(LayerAB, 0.5);
float MaxAB = max(LayerAB, 0.5);
return 2f*(MinAB*MinAB+MaxAB+MaxAB-MaxAB*MaxAB)-1.5;
}
/*--------------.
| :: Shaders :: |
'--------------*/
// Sharpen pass
float3 FilmicAnamorphSharpenPS(
float4 pos : SV_Position,
float2 UvCoord : TEXCOORD
) : SV_Target
{
// Sample display image
float3 Source = GammaConvert::to_linear(tex2D(BackBuffer, UvCoord).rgb);
// Generate radial mask
float Mask;
if (UseMask)
{
// Generate radial mask
Mask = 1f-length(UvCoord*2f-1f);
Mask = Overlay(Mask) * Strength;
// Bypass
if (Mask<=0) return GammaConvert::to_display(Source);
}
else Mask = Strength;
// Get pixel size
float2 Pixel = BUFFER_PIXEL_SIZE;
if (DepthMask)
{
/*
// original
float2 DepthPixel = Pixel*Offset+Pixel;
Pixel *= Offset;
*/
// !!! calc pixel*offset once, use twice
float2 PixelOffset = Pixel * Offset;
float2 DepthPixel = PixelOffset + Pixel;
Pixel = PixelOffset;
// Sample display depth image
float SourceDepth = ReShade::GetLinearizedDepth(UvCoord);
float2 NorSouWesEst[4] = {
float2(UvCoord.x, UvCoord.y + Pixel.y),
float2(UvCoord.x, UvCoord.y - Pixel.y),
float2(UvCoord.x + Pixel.x, UvCoord.y),
float2(UvCoord.x - Pixel.x, UvCoord.y)
};
float2 DepthNorSouWesEst[4] = {
float2(UvCoord.x, UvCoord.y + DepthPixel.y),
float2(UvCoord.x, UvCoord.y - DepthPixel.y),
float2(UvCoord.x + DepthPixel.x, UvCoord.y),
float2(UvCoord.x - DepthPixel.x, UvCoord.y)
};
// Luma high-pass color
// Luma high-pass depth
float HighPassColor = 0f, DepthMask = 0f;
[unroll]for(int s=0; s<4; s++)
{
HighPassColor +=
ColorConvert::RGB_to_Luma(
GammaConvert::to_linear(
tex2D(BackBuffer, NorSouWesEst[s]).rgb
));
DepthMask +=
ReShade::GetLinearizedDepth(NorSouWesEst[s])
+ReShade::GetLinearizedDepth(DepthNorSouWesEst[s]);
}
HighPassColor = 0.5-0.5*(HighPassColor*0.25-ColorConvert::RGB_to_Luma(Source));
DepthMask = 1f-DepthMask*0.125+SourceDepth;
DepthMask = min(1f, DepthMask)+1f-max(1f, DepthMask);
DepthMask = saturate(DepthMaskContrast*DepthMask+1f-DepthMaskContrast);
// Sharpen strength
HighPassColor = lerp(0.5, HighPassColor, Mask*DepthMask);
// Clamping sharpen
/*
// original
HighPassColor = Clamp!=1f ? max(min(HighPassColor, Clamp), 1f-Clamp) : HighPassColor;
*/
// !!! Clamp in settings above is restricted to 0.5 to 1.0
// !!! 1.0 - Clamp is the low value, while Clamp is the high value
// !!! so we can literally just use the clamp() func instead of min/max.
// !!! not sure if author was trying to take advantage of some kind of
// !!! compiler "cheat" using min/max instead of clamp to improve
// !!! performance. doesn't make sense to min/max otherwise.
HighPassColor = Clamp!=1f ? clamp(HighPassColor, 1f-Clamp, Clamp ) : HighPassColor;
float3 Sharpen = float3(
Overlay(Source.r, HighPassColor),
Overlay(Source.g, HighPassColor),
Overlay(Source.b, HighPassColor)
);
if(Preview) // Preview mode ON
{
float PreviewChannel = lerp(HighPassColor, HighPassColor*DepthMask, 0.5);
return
GammaConvert::to_display(float3(
1f-DepthMask * (1f-HighPassColor),
PreviewChannel,
PreviewChannel
));
}
return GammaConvert::to_display(Sharpen);
}
else
{
Pixel *= Offset;
float2 NorSouWesEst[4] = {
float2(UvCoord.x, UvCoord.y + Pixel.y),
float2(UvCoord.x, UvCoord.y - Pixel.y),
float2(UvCoord.x + Pixel.x, UvCoord.y),
float2(UvCoord.x - Pixel.x, UvCoord.y)
};
// Luma high-pass color
float HighPassColor = 0f;
[unroll] for(uint s=0u; s<4u; s++)
HighPassColor +=
ColorConvert::RGB_to_Luma(
GammaConvert::to_linear(
tex2D(BackBuffer, NorSouWesEst[s]).rgb
));
// !!! added space above to make it more obvious
// !!! that loop is now a one-liner in this else branch
// !!! where-as loop in branch above was multi-part
HighPassColor = 0.5-0.5*(HighPassColor*0.25-ColorConvert::RGB_to_Luma(Source));
// Sharpen strength
HighPassColor = lerp(0.5, HighPassColor, Mask);
// Clamping sharpen
/*
// original
HighPassColor = Clamp!=1f ? max(min(HighPassColor, Clamp), 1f-Clamp) : HighPassColor;
*/
// !!! Clamp in settings above is restricted to 0.5 to 1.0
// !!! 1.0 - Clamp is the low value, while Clamp is the high value
// !!! so we can literally just use the clamp() func instead of min/max.
// !!! not sure if author was trying to take advantage of some kind of
// !!! compiler "cheat" using min/max instead of clamp to improve
// !!! performance. doesn't make sense to min/max otherwise.
HighPassColor = Clamp!=1f ? clamp(HighPassColor, 1f-Clamp, Clamp) : HighPassColor;
float3 Sharpen = float3(
Overlay(Source.r, HighPassColor),
Overlay(Source.g, HighPassColor),
Overlay(Source.b, HighPassColor)
);
return GammaConvert::to_display(
Preview // preview mode ON
? HighPassColor
: Sharpen
);
}
}
/*-------------.
| :: Output :: |
'-------------*/
technique FilmicAnamorphSharpen
<
ui_label = "Filmic Anamorphic Sharpen";
ui_tooltip =
"This effect © 2018-2023 Jakub Maksymilian Fober\n"
"Licensed under CC BY-SA 4.0";
>
{
pass
{
VertexShader = PostProcessVS;
PixelShader = FilmicAnamorphSharpenPS;
}
}