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authoryum <yum.food.vr@gmail.com>2023-11-20 18:59:54 -0800
committeryum <yum.food.vr@gmail.com>2023-11-20 19:49:58 -0800
commit325497faaca27356980fc9e5b9106a60c801fad6 (patch)
tree9986d505389bcbf9799fca118981df21bf380522
parent23e8bb1ea4cf9f0b5229128b05244be73dc96a61 (diff)
Initial commit
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-rw-r--r--oklab.cginc122
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diff --git a/README.md b/README.md
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+## An HLSL implementation of OKLAB
+
+OKLAB is a perceptually uniform color space. That means that blending
+between colors in OKLAB space produces more perceptually uniform gradients,
+without weird transitional colors or changes in perceptual brightness or
+saturation.
+
+![HSV vs OKLCH gradient](hsv_vs_oklab_gradient.PNG)
+*Top: HSV gradient varying only hue; Bottom: OKLCH gradient varying only hue.*
+
+The [original OKLAB blog post](https://bottosson.github.io/posts/oklab/)
+explains its merits very well.
+
+OKLAB [should be supported in Unity
+2022](https://twitter.com/bjornornorn/status/1512428218892095496?lang=en), but
+for us stuck on older versions, a library like this is necessary.
+
+This is exploratory code and is *not* optimized. If using in a performance
+critical setting, you should premultiply all matrices in your desired
+transformation.
+
+APIs provided:
+```
+float3 LRGBtoXYZ(float3 c);
+float3 XYZtoLRGB(float3 c);
+
+float3 XYZtoOKLAB(float3 c);
+float3 OKLABtoXYZ(float3 c);
+
+// Note: OKLCH hue is on the range [0, 2*PI], not [0, 1].
+float3 OKLABtoOKLCH(float3 c);
+float3 OKLCHtoOKLAB(float3 c);
+
+// Everything below this line is unoptimized syntactic sugar.
+float3 LRGBtoOKLAB(float3 c);
+float3 OKLABtoLRGB(float3 c);
+
+float3 LRGBtoOKLCH(float3 c);
+float3 OKLCHtoLRGB(float3 c);
+```
+
+The gradient above was generated with this fragment shader:
+```
+fixed4 frag(v2f i) : SV_Target
+{
+ float4 albedo = 1;
+
+ if (i.uv.y > 0.5) {
+ // HSV gradient
+ albedo.xyz = HSVtoRGB(float3(i.uv.x, 1.0, 1.0));
+ } else {
+ // OKLAB gradient
+ float3 c0 = LRGBtoOKLCH(float3(1, 0, 0));
+ c0.z += i.uv.x * 2 * 3.14159265;
+ albedo.xyz = OKLCHtoLRGB(c0);
+ }
+
+ return albedo;
+}
+```
+
+This content is released under the MIT license.
diff --git a/hsv_vs_oklab_gradient.PNG b/hsv_vs_oklab_gradient.PNG
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diff --git a/oklab.cginc b/oklab.cginc
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+/*
+ * MIT License
+ *
+ * Copyright (c) 2023 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 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 mul(xyz_to_rgb, c);
+}
+
+// Source: https://bottosson.github.io/posts/oklab/
+float3 XYZtoOKLAB(float3 c) {
+ float3x3 m1 = float3x3(
+ 0.8189, 0.3618, -0.1288,
+ 0.0329, 0.9293, 0.0361,
+ 0.0482, 0.2643, 0.6338
+ );
+ float3x3 m2 = float3x3(
+ 0.2104, 0.7936, -0.0040,
+ 1.9779, -2.4285, 0.4505,
+ 0.0259, 0.7827, -0.8086
+ );
+ 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(
+ 1.22700842, -0.5576564 , 0.28111404,
+ -0.04047048, 1.11219073, -0.07157255,
+ -0.07643651, -0.42138367, 1.58625265
+ );
+ float3x3 m2i = float3x3(
+ 1.00003964, 0.39638005, 0.21589049,
+ 0.99998945, -0.10553958, -0.06374665,
+ 0.99999105, -0.08946276, -1.291495
+ );
+ c = mul(m2i, c);
+ c = pow(c, 3);
+ 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
+