cbuffer Constants : register(b0, space3) { float scRGB_output; float texture_type; float input_type; float color_scale; float4 texel_size; float tonemap_method; float tonemap_factor1; float tonemap_factor2; float sdr_white_point; float4 Yoffset; float4 Rcoeff; float4 Gcoeff; float4 Bcoeff; }; Texture2D texture0 : register(t0, space2); Texture2D texture1 : register(t1, space2); Texture2D texture2 : register(t2, space2); SamplerState sampler0 : register(s0, space2); SamplerState sampler1 : register(s1, space2); struct PSInput { float4 v_color : COLOR0; float2 v_uv : TEXCOORD0; }; struct PSOutput { float4 o_color : SV_Target; }; // These should mirror the definitions in SDL_render_gpu.c static const float TONEMAP_NONE = 0; static const float TONEMAP_LINEAR = 1; static const float TONEMAP_CHROME = 2; static const float TEXTURETYPE_NONE = 0; static const float TEXTURETYPE_RGB = 1; static const float TEXTURETYPE_RGB_PIXELART = 2; static const float TEXTURETYPE_RGBA = 3; static const float TEXTURETYPE_RGBA_PIXELART = 4; static const float TEXTURETYPE_PALETTE_NEAREST = 5; static const float TEXTURETYPE_PALETTE_LINEAR = 6; static const float TEXTURETYPE_PALETTE_PIXELART = 7; static const float TEXTURETYPE_NV12 = 8; static const float TEXTURETYPE_NV21 = 9; static const float TEXTURETYPE_YUV = 10; static const float INPUTTYPE_UNSPECIFIED = 0; static const float INPUTTYPE_SRGB = 1; static const float INPUTTYPE_SCRGB = 2; static const float INPUTTYPE_HDR10 = 3; static const float3x3 mat709to2020 = { { 0.627404, 0.329283, 0.043313 }, { 0.069097, 0.919541, 0.011362 }, { 0.016391, 0.088013, 0.895595 } }; static const float3x3 mat2020to709 = { { 1.660496, -0.587656, -0.072840 }, { -0.124547, 1.132895, -0.008348 }, { -0.018154, -0.100597, 1.118751 } }; float sRGBtoLinear(float v) { if (v <= 0.04045) { v = (v / 12.92); } else { v = pow(abs(v + 0.055) / 1.055, 2.4); } return v; } float sRGBfromLinear(float v) { if (v <= 0.0031308) { v = (v * 12.92); } else { v = (pow(abs(v), 1.0 / 2.4) * 1.055 - 0.055); } return v; } float3 PQtoLinear(float3 v) { const float c1 = 0.8359375; const float c2 = 18.8515625; const float c3 = 18.6875; const float oo_m1 = 1.0 / 0.1593017578125; const float oo_m2 = 1.0 / 78.84375; float3 num = max(pow(abs(v), oo_m2) - c1, 0.0); float3 den = c2 - c3 * pow(abs(v), oo_m2); return (10000.0 * pow(abs(num / den), oo_m1) / sdr_white_point); } float3 ApplyTonemap(float3 v) { if (tonemap_method == TONEMAP_LINEAR) { v *= tonemap_factor1; } else if (tonemap_method == TONEMAP_CHROME) { if (input_type == INPUTTYPE_SCRGB) { // Convert to BT.2020 colorspace for tone mapping v = mul(mat709to2020, v); } float vmax = max(v.r, max(v.g, v.b)); if (vmax > 0.0) { float scale = (1.0 + tonemap_factor1 * vmax) / (1.0 + tonemap_factor2 * vmax); v *= scale; } if (input_type == INPUTTYPE_SCRGB) { // Convert to BT.709 colorspace after tone mapping v = mul(mat2020to709, v); } } return v; } float4 SamplePaletteNearest(float2 uv) { float index = texture0.Sample(sampler0, uv).r * 255; return texture1.Sample(sampler1, float2((index + 0.5) / 256, 0.5)); } // Implementation with thanks from bgolus: // https://discussions.unity.com/t/how-to-make-data-shader-support-bilinear-trilinear/598639/8 float4 SamplePaletteLinear(float2 uv) { // scale & offset uvs to integer values at texel centers float2 uv_texels = uv * texel_size.zw + 0.5; // get uvs for the center of the 4 surrounding texels by flooring float4 uv_min_max = float4((floor(uv_texels) - 0.5) * texel_size.xy, (floor(uv_texels) + 0.5) * texel_size.xy); // blend factor float2 uv_frac = frac(uv_texels); // sample all 4 texels float4 texelA = SamplePaletteNearest(uv_min_max.xy); float4 texelB = SamplePaletteNearest(uv_min_max.xw); float4 texelC = SamplePaletteNearest(uv_min_max.zy); float4 texelD = SamplePaletteNearest(uv_min_max.zw); // bilinear interpolation return lerp(lerp(texelA, texelB, uv_frac.y), lerp(texelC, texelD, uv_frac.y), uv_frac.x); } float2 GetPixelArtUV(float2 uv) { // box filter size in texel units float2 boxSize = clamp(fwidth(uv) * texel_size.zw, 1e-5, 1); // scale uv by texture size to get texel coordinate float2 tx = uv * texel_size.zw - 0.5 * boxSize; // compute offset for pixel-sized box filter float2 txOffset = smoothstep(1 - boxSize, 1, frac(tx)); // compute bilinear sample uv coordinates return (floor(tx) + 0.5 + txOffset) * texel_size.xy; } float4 GetInputColor(PSInput input) { float4 rgba; if (texture_type == TEXTURETYPE_NONE) { rgba = 1.0; } else if (texture_type == TEXTURETYPE_RGBA) { rgba = texture0.Sample(sampler0, input.v_uv); } else if (texture_type == TEXTURETYPE_RGBA_PIXELART) { float2 uv = GetPixelArtUV(input.v_uv); rgba = texture0.SampleGrad(sampler0, uv, ddx(input.v_uv), ddy(input.v_uv)); } else if (texture_type == TEXTURETYPE_RGB) { rgba = float4(texture0.Sample(sampler0, input.v_uv).rgb, 1.0); } else if (texture_type == TEXTURETYPE_RGB_PIXELART) { float2 uv = GetPixelArtUV(input.v_uv); rgba = float4(texture0.SampleGrad(sampler0, uv, ddx(input.v_uv), ddy(input.v_uv)).rgb, 1.0); } else if (texture_type == TEXTURETYPE_PALETTE_NEAREST) { rgba = SamplePaletteNearest(input.v_uv); } else if (texture_type == TEXTURETYPE_PALETTE_LINEAR) { rgba = SamplePaletteLinear(input.v_uv); } else if (texture_type == TEXTURETYPE_PALETTE_PIXELART) { float2 uv = GetPixelArtUV(input.v_uv); rgba = SamplePaletteLinear(uv); } else if (texture_type == TEXTURETYPE_NV12) { float3 yuv; yuv.x = texture0.Sample(sampler0, input.v_uv).r; yuv.yz = texture1.Sample(sampler0, input.v_uv).rg; yuv += Yoffset.xyz; rgba.r = dot(yuv, Rcoeff.xyz); rgba.g = dot(yuv, Gcoeff.xyz); rgba.b = dot(yuv, Bcoeff.xyz); rgba.a = 1.0; } else if (texture_type == TEXTURETYPE_NV21) { float3 yuv; yuv.x = texture0.Sample(sampler0, input.v_uv).r; yuv.yz = texture1.Sample(sampler0, input.v_uv).gr; yuv += Yoffset.xyz; rgba.r = dot(yuv, Rcoeff.xyz); rgba.g = dot(yuv, Gcoeff.xyz); rgba.b = dot(yuv, Bcoeff.xyz); rgba.a = 1.0; } else if (texture_type == TEXTURETYPE_YUV) { float3 yuv; yuv.x = texture0.Sample(sampler0, input.v_uv).r; yuv.y = texture1.Sample(sampler0, input.v_uv).r; yuv.z = texture2.Sample(sampler0, input.v_uv).r; yuv += Yoffset.xyz; rgba.r = dot(yuv, Rcoeff.xyz); rgba.g = dot(yuv, Gcoeff.xyz); rgba.b = dot(yuv, Bcoeff.xyz); rgba.a = 1.0; } else { // Error! rgba.r = 1.0; rgba.g = 0.0; rgba.b = 1.0; rgba.a = 1.0; } return rgba; } float4 GetOutputColor(float4 rgba) { float4 output; output.rgb = rgba.rgb * color_scale; output.a = rgba.a; return output; } float3 GetOutputColorFromSRGB(float3 rgb) { float3 output; if (scRGB_output) { rgb.r = sRGBtoLinear(rgb.r); rgb.g = sRGBtoLinear(rgb.g); rgb.b = sRGBtoLinear(rgb.b); } output.rgb = rgb * color_scale; return output; } float3 GetOutputColorFromLinear(float3 rgb) { float3 output; output.rgb = rgb * color_scale; if (!scRGB_output) { output.r = sRGBfromLinear(output.r); output.g = sRGBfromLinear(output.g); output.b = sRGBfromLinear(output.b); output.rgb = saturate(output.rgb); } return output; } float4 AdvancedPixelShader(PSInput input) { float4 rgba = GetInputColor(input); float4 output; if (input_type == INPUTTYPE_HDR10) { rgba.rgb = PQtoLinear(rgba.rgb); } if (tonemap_method != TONEMAP_NONE) { rgba.rgb = ApplyTonemap(rgba.rgb); } if (input_type == INPUTTYPE_SRGB) { output.rgb = GetOutputColorFromSRGB(rgba.rgb); output.a = rgba.a; } else if (input_type == INPUTTYPE_SCRGB) { output.rgb = GetOutputColorFromLinear(rgba.rgb); output.a = rgba.a; } else if (input_type == INPUTTYPE_HDR10) { rgba.rgb = mul(mat2020to709, rgba.rgb); output.rgb = GetOutputColorFromLinear(rgba.rgb); output.a = rgba.a; } else { output = GetOutputColor(rgba); } return output * input.v_color; } PSOutput main(PSInput input) { PSOutput output; output.o_color = AdvancedPixelShader(input); return output; }