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- using System.Reflection;
- using UnityEngine;
- namespace UnityEditor.ShaderGraph
- {
- [Title("Artistic", "Adjustment", "White Balance")]
- class WhiteBalanceNode : CodeFunctionNode
- {
- public WhiteBalanceNode()
- {
- name = "White Balance";
- }
- protected override MethodInfo GetFunctionToConvert()
- {
- return GetType().GetMethod("Unity_WhiteBalance", BindingFlags.Static | BindingFlags.NonPublic);
- }
- static string Unity_WhiteBalance(
- [Slot(0, Binding.None)] Vector3 In,
- [Slot(1, Binding.None)] Vector1 Temperature,
- [Slot(2, Binding.None)] Vector1 Tint,
- [Slot(3, Binding.None)] out Vector3 Out)
- {
- Out = Vector3.zero;
- return @"
- {
- // Range ~[-1.67;1.67] works best
- $precision t1 = Temperature * 10 / 6;
- $precision t2 = Tint * 10 / 6;
- // Get the CIE xy chromaticity of the reference white point.
- // Note: 0.31271 = x value on the D65 white point
- $precision x = 0.31271 - t1 * (t1 < 0 ? 0.1 : 0.05);
- $precision standardIlluminantY = 2.87 * x - 3 * x * x - 0.27509507;
- $precision y = standardIlluminantY + t2 * 0.05;
- // Calculate the coefficients in the LMS space.
- $precision3 w1 = $precision3(0.949237, 1.03542, 1.08728); // D65 white point
- // CIExyToLMS
- $precision Y = 1;
- $precision X = Y * x / y;
- $precision Z = Y * (1 - x - y) / y;
- $precision L = 0.7328 * X + 0.4296 * Y - 0.1624 * Z;
- $precision M = -0.7036 * X + 1.6975 * Y + 0.0061 * Z;
- $precision S = 0.0030 * X + 0.0136 * Y + 0.9834 * Z;
- $precision3 w2 = $precision3(L, M, S);
- $precision3 balance = $precision3(w1.x / w2.x, w1.y / w2.y, w1.z / w2.z);
- $precision3x3 LIN_2_LMS_MAT = {
- 3.90405e-1, 5.49941e-1, 8.92632e-3,
- 7.08416e-2, 9.63172e-1, 1.35775e-3,
- 2.31082e-2, 1.28021e-1, 9.36245e-1
- };
- $precision3x3 LMS_2_LIN_MAT = {
- 2.85847e+0, -1.62879e+0, -2.48910e-2,
- -2.10182e-1, 1.15820e+0, 3.24281e-4,
- -4.18120e-2, -1.18169e-1, 1.06867e+0
- };
- $precision3 lms = mul(LIN_2_LMS_MAT, In);
- lms *= balance;
- Out = mul(LMS_2_LIN_MAT, lms);
- }
- ";
- }
- }
- }
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