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-rw-r--r--2ner.cginc4
-rw-r--r--2ner.shader8
m---------Scripts/ThryEditor0
-rw-r--r--false_color_visualization.cginc28
-rw-r--r--features.cginc5
-rw-r--r--globals.cginc5
-rw-r--r--math.cginc6
-rw-r--r--oklab.cginc236
-rw-r--r--yum_lighting.cginc4
9 files changed, 172 insertions, 124 deletions
diff --git a/2ner.cginc b/2ner.cginc
index 8a16018..e8737a5 100644
--- a/2ner.cginc
+++ b/2ner.cginc
@@ -6,6 +6,7 @@
#include "eyes.cginc"
#include "face_me.cginc"
+#include "false_color_visualization.cginc"
#include "features.cginc"
#include "globals.cginc"
#include "harnack_tracing.cginc"
@@ -207,6 +208,9 @@ float4 frag(v2f i
l.specular = max(0, l.specular);
#endif
+
+ pbr.albedo.rgb = visualizeInFalseColor(pbr.albedo.rgb);
+
float4 lit = YumBRDF(i, l, pbr);
#if defined(_HARNACK_TRACING)
diff --git a/2ner.shader b/2ner.shader
index 6d8a289..fdcb3fa 100644
--- a/2ner.shader
+++ b/2ner.shader
@@ -468,6 +468,14 @@ Shader "yum_food/2ner"
[HideInInspector] m_end_Face_Me("Face me", Float) = 0
//endex
+ //ifex _False_Color_Visualization_Enabled==0
+ [HideInInspector] m_start_False_Color_Visualization("False color", Float) = 0
+ [ThryToggle(_FALSE_COLOR_VISUALIZATION)] _False_Color_Visualization_Enabled("Enable", Float) = 0
+ [MaterialToggle] _False_Color_Visualization_Luminance("Luminance", Float) = 0
+ [MaterialToggle] _False_Color_Visualization_Luminance_Bounded("Luminance (bounded)", Float) = 0
+ [HideInInspector] m_end_False_Color_Visualization("False color", Float) = 0
+ //endex
+
//ifex _Vertex_Domain_Warping_Enabled==0
[HideInInspector] m_start_Vertex_Domain_Warping("Vertex domain warping", Float) = 0
[ThryToggle(_VERTEX_DOMAIN_WARPING)]_Vertex_Domain_Warping_Enabled("Enable", Float) = 0
diff --git a/Scripts/ThryEditor b/Scripts/ThryEditor
-Subproject c1a6bcbdc0ca7e79294e0ca57712e38a111e544
+Subproject 45ade77ceecba50439d91b24c7700655e7ef6e3
diff --git a/false_color_visualization.cginc b/false_color_visualization.cginc
new file mode 100644
index 0000000..d3508f1
--- /dev/null
+++ b/false_color_visualization.cginc
@@ -0,0 +1,28 @@
+#ifndef __FALSE_COLOR_VISUALIZATION_INC
+#define __FALSE_COLOR_VISUALIZATION_INC
+
+#include "features.cginc"
+#include "globals.cginc"
+#include "math.cginc"
+
+float3 visualizeInFalseColor(float3 color)
+{
+#if defined(_FALSE_COLOR_VISUALIZATION)
+ [branch]
+ if (_False_Color_Visualization_Luminance) {
+ color.xyz = luminance(color);
+ } else if (_False_Color_Visualization_Luminance_Bounded) {
+ color.xyz = luminance(color);
+ // Sotalo suggests keeping albedo within the range 0.015% to 90%. He
+ // might have meant any(color < blah), but I think this makes more
+ // sense. I.e. it takes into account perceptual bias.
+ color.xyz =
+ color.x < 00.015 * 0.01 ? float3(1, 0, 0) :
+ color.x > 90.000 * 0.01 ? float3(0, 0, 1) : color.xyz;
+ }
+#endif // _FALSE_COLOR_VISUALIZATION
+return color;
+}
+
+#endif // __FALSE_COLOR_VISUALIZATION_INC
+
diff --git a/features.cginc b/features.cginc
index d263ca8..2d587be 100644
--- a/features.cginc
+++ b/features.cginc
@@ -143,6 +143,11 @@
#pragma shader_feature_local _DECAL3_TILING_MODE
#pragma shader_feature_local _DECAL3_REPLACE_ALPHA
//endex
+
+//ifex _False_Color_Visualization_Enabled==0
+#pragma shader_feature_local _FALSE_COLOR_VISUALIZATION
+//endex
+
//ifex _Vertex_Domain_Warping_Enabled==0
#pragma shader_feature_local _VERTEX_DOMAIN_WARPING
//endex
diff --git a/globals.cginc b/globals.cginc
index 1e56785..899f67a 100644
--- a/globals.cginc
+++ b/globals.cginc
@@ -384,4 +384,9 @@ float _Harnack_Tracing_Gyroid_Speed;
float _Harnack_Tracing_Gyroid_Scale;
#endif // _HARNACK_TRACING_GYROID
+#if defined(_FALSE_COLOR_VISUALIZATION)
+float _False_Color_Visualization_Luminance;
+float _False_Color_Visualization_Luminance_Bounded;
+#endif // _FALSE_COLOR_VISUALIZATION
+
#endif // __GLOBALS_INC
diff --git a/math.cginc b/math.cginc
index 436cc56..2f05054 100644
--- a/math.cginc
+++ b/math.cginc
@@ -194,6 +194,8 @@ float3 blendNormalsHill12(float3 n0, float3 n1) {
return normalize(n0 * dot(n0, n1) - n1 * n0.z);
}
-#endif // __MATH_INC
-
+float3 luminance(float3 color) {
+ return dot(color, float3(0.2126, 0.7152, 0.0722));
+}
+#endif // __MATH_INC
diff --git a/oklab.cginc b/oklab.cginc
index c5f87f6..3c1d3bb 100644
--- a/oklab.cginc
+++ b/oklab.cginc
@@ -1,120 +1,116 @@
-/*
- * MIT License
- *
- * Copyright (c) 2023-2025 yum_food
- *
- * Permission is hereby granted, free of charge, to any person obtaining a copy
- * of this software and associated documentation files (the "Software"), to
- * deal
- * in the Software without restriction, including without limitation the rights
- * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- * copies of the Software, and to permit persons to whom the Software is
- * furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice shall be included in
- * all
- * copies or substantial portions of the Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- * FROM,
- * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- * THE
- * SOFTWARE.
- */
-
-#ifndef __OKLAB_INC
-#define __OKLAB_INC
-
-#if defined(_EYE_EFFECT_00)
-
-// Utilities relating to the OKLAB color space, as defined here:
-// https://bottosson.github.io/posts/oklab/
-// Code is derived from the samples there, which are in the public domain.
-
-// Weights: https://en.wikipedia.org/wiki/SRGB
-float3 LRGBtoXYZ(float3 c) {
- float3x3 rgb_to_xyz = float3x3(
- 0.4124, 0.3576, 0.1805,
- 0.2126, 0.7152, 0.0722,
- 0.0193, 0.1192, 0.9505);
- return saturate(mul(rgb_to_xyz, c));
-}
-
-// Weights: https://en.wikipedia.org/wiki/SRGB
-float3 XYZtoLRGB(float3 c) {
- float3x3 xyz_to_rgb = float3x3(
- 3.24062548, -1.53720797, -0.4986286,
- -0.96893071, 1.87575606, 0.04151752,
- 0.05571012, -0.20402105, 1.05699594);
- return saturate(mul(xyz_to_rgb, c));
-}
-
-// Source: https://bottosson.github.io/posts/oklab/
-float3 XYZtoOKLAB(float3 c) {
- float3x3 m1 = float3x3(
- 0.8189330101, 0.3618667424, -0.1288597137,
- 0.0329845436, 0.9293118715, 0.0361456387,
- 0.0482003018, 0.2643662691, 0.6338517070);
- float3x3 m2 = float3x3(
- 0.2104542553, 0.7936177850, -0.0040720468,
- 1.9779984951, -2.4285922050, 0.4505937099,
- 0.0259040371, 0.7827717662, -0.8086757660);
- c = mul(m1, c);
- c = pow(c, 0.33333333333);
- return mul(m2, c);
-}
-
-// Source: https://bottosson.github.io/posts/oklab/
-float3 OKLABtoXYZ(float3 c) {
- float3x3 m1i = float3x3(
- 1.22701385, -0.55779998, 0.28125615,
- -0.04058018, 1.11225687, -0.07167668,
- -0.07638128, -0.42148198, 1.58616322);
- float3x3 m2i = float3x3(
- 1.00000000, 0.39633779, 0.21580376,
- 1.00000001, -0.10556134, -0.06385417,
- 1.00000005, -0.08948418, -1.29148554);
- c = mul(m2i, c);
- c = pow(c, 3.0);
- return mul(m1i, c);
-}
-
-// Source: https://bottosson.github.io/posts/oklab/
-float3 OKLABtoOKLCH(float3 c) {
- float c_ = length(c.yz);
- float h_ = atan2(c.z, c.y);
- return float3(c.x, c_, h_);
-}
-
-// Source: https://bottosson.github.io/posts/oklab/
-// Note: hue must be in units of radians.
-float3 OKLCHtoOKLAB(float3 c) {
- float a = c.y * cos(c.z);
- float b = c.y * sin(c.z);
- return float3(c.x, a, b);
-}
-
-float3 LRGBtoOKLAB(float3 c) {
- return XYZtoOKLAB(LRGBtoXYZ(c));
-}
-
-float3 OKLABtoLRGB(float3 c) {
- return XYZtoLRGB(OKLABtoXYZ(c));
-}
-
-float3 LRGBtoOKLCH(float3 c) {
- return OKLABtoOKLCH(XYZtoOKLAB(LRGBtoXYZ(c)));
-}
-
-float3 OKLCHtoLRGB(float3 c) {
- return XYZtoLRGB(OKLABtoXYZ(OKLCHtoOKLAB(c)));
-}
-
-#endif // _OKLAB
-
-#endif // __OKLAB_INC
-
+/*
+ * MIT License
+ *
+ * Copyright (c) 2023-2024 yum_food
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a copy
+ * of this software and associated documentation files (the "Software"), to
+ * deal
+ * in the Software without restriction, including without limitation the rights
+ * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+ * copies of the Software, and to permit persons to whom the Software is
+ * furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included in
+ * all
+ * copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+ * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM,
+ * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+ * THE
+ * SOFTWARE.
+ */
+
+#ifndef __OKLAB_INC
+#define __OKLAB_INC
+
+// Utilities relating to the OKLAB color space, as defined here:
+// https://bottosson.github.io/posts/oklab/
+// Code is derived from the samples there, which are in the public domain.
+
+// Weights: https://en.wikipedia.org/wiki/SRGB
+float3 LRGBtoXYZ(float3 c) {
+ float3x3 rgb_to_xyz = float3x3(
+ 0.4124, 0.3576, 0.1805,
+ 0.2126, 0.7152, 0.0722,
+ 0.0193, 0.1192, 0.9505);
+ return saturate(mul(rgb_to_xyz, c));
+}
+
+// Weights: https://en.wikipedia.org/wiki/SRGB
+float3 XYZtoLRGB(float3 c) {
+ float3x3 xyz_to_rgb = float3x3(
+ 3.24062548, -1.53720797, -0.4986286,
+ -0.96893071, 1.87575606, 0.04151752,
+ 0.05571012, -0.20402105, 1.05699594);
+ return saturate(mul(xyz_to_rgb, c));
+}
+
+// Source: https://bottosson.github.io/posts/oklab/
+float3 XYZtoOKLAB(float3 c) {
+ float3x3 m1 = float3x3(
+ 0.8189330101, 0.3618667424, -0.1288597137,
+ 0.0329845436, 0.9293118715, 0.0361456387,
+ 0.0482003018, 0.2643662691, 0.6338517070);
+ float3x3 m2 = float3x3(
+ 0.2104542553, 0.7936177850, -0.0040720468,
+ 1.9779984951, -2.4285922050, 0.4505937099,
+ 0.0259040371, 0.7827717662, -0.8086757660);
+ c = mul(m1, c);
+ c = pow(c, 0.33333333333);
+ return mul(m2, c);
+}
+
+// Source: https://bottosson.github.io/posts/oklab/
+float3 OKLABtoXYZ(float3 c) {
+ float3x3 m1i = float3x3(
+ 1.22701385, -0.55779998, 0.28125615,
+ -0.04058018, 1.11225687, -0.07167668,
+ -0.07638128, -0.42148198, 1.58616322);
+ float3x3 m2i = float3x3(
+ 1.00000000, 0.39633779, 0.21580376,
+ 1.00000001, -0.10556134, -0.06385417,
+ 1.00000005, -0.08948418, -1.29148554);
+ c = mul(m2i, c);
+ c = pow(c, 3.0);
+ return mul(m1i, c);
+}
+
+// Source: https://bottosson.github.io/posts/oklab/
+float3 OKLABtoOKLCH(float3 c) {
+ float c_ = length(c.yz);
+ float h_ = atan2(c.z, c.y);
+ return float3(c.x, c_, h_);
+}
+
+// Source: https://bottosson.github.io/posts/oklab/
+// Note: hue must be in units of radians.
+float3 OKLCHtoOKLAB(float3 c) {
+ float a = c.y * cos(c.z);
+ float b = c.y * sin(c.z);
+ return float3(c.x, a, b);
+}
+
+float3 LRGBtoOKLAB(float3 c) {
+ return XYZtoOKLAB(LRGBtoXYZ(c));
+}
+
+float3 OKLABtoLRGB(float3 c) {
+ return XYZtoLRGB(OKLABtoXYZ(c));
+}
+
+float3 LRGBtoOKLCH(float3 c) {
+ return OKLABtoOKLCH(XYZtoOKLAB(LRGBtoXYZ(c)));
+}
+
+float3 OKLCHtoLRGB(float3 c) {
+ return XYZtoLRGB(OKLABtoXYZ(OKLCHtoOKLAB(c)));
+}
+
+#endif // __OKLAB_INC
+
diff --git a/yum_lighting.cginc b/yum_lighting.cginc
index 23e360e..0b4e077 100644
--- a/yum_lighting.cginc
+++ b/yum_lighting.cginc
@@ -231,11 +231,11 @@ YumLighting GetYumLighting(v2f i, YumPbr pbr) {
#endif
#if defined(_QUANTIZE_SPECULAR)
- float specular_luminance = dot(light.specular, float3(0.2126, 0.7152, 0.0722)); // convert to luminance
+ float specular_luminance = luminance(light.specular);
light.specular = light.specular * floor(specular_luminance * _Quantize_Specular_Steps) / _Quantize_Specular_Steps;
#endif
#if defined(_QUANTIZE_DIFFUSE)
- float diffuse_luminance = dot(light.diffuse, float3(0.2126, 0.7152, 0.0722)); // convert to luminance
+ float diffuse_luminance = luminance(light.diffuse);
light.diffuse = light.diffuse * floor(diffuse_luminance * _Quantize_Diffuse_Steps) / _Quantize_Diffuse_Steps;
#endif