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AgX tonemapping for Unreal Engine 5
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// See image comparison https://imgur.com/a/9L2P7GJ | |
// Read details https://iolite-engine.com/blog_posts/minimal_agx_implementation | |
// Usage: | |
// 1. Open "Project Settings" and change "Working Color Space" to "sRGB / Rec709" | |
// 2. Open `Engine\Shaders\Private\PostProcessTonemap.usf` file | |
// 3. Find `half3 OutDeviceColor = ColorLookupTable(FinalLinearColor);` line | |
// 4. Replace it with `half3 OutDeviceColor = ApplyAgX(FinalLinearColor);` line | |
// 5. Find `half3 ColorLookupTable( half3 LinearColor )` function | |
// 6. After the scope of the function, add the code below and run `RecompileShaders Changed` from console | |
// 7. Restart the editor | |
// 8. Adjust "Exposure Compensation" under "Lens \ Exposure" in "Post Process Volume" | |
// AGX BEGIN | |
// | |
// MIT License | |
// | |
// Copyright (c) 2024 Missing Deadlines (Benjamin Wrensch) | |
// | |
// 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. | |
// All values used to derive this implementation are sourced from Troy’s initial AgX implementation/OCIO config file available here: | |
// https://github.com/sobotka/AgX | |
// 0: Default, 1: Golden, 2: Punchy | |
#define AGX_LOOK 2 | |
// Mean error^2: 3.6705141e-06 | |
float3 AgxDefaultContrastApprox(float3 x) | |
{ | |
const float3 x2 = x * x; | |
const float3 x4 = x2 * x2; | |
return + 15.5 * x4 * x2 | |
- 40.14 * x4 * x | |
+ 31.96 * x4 | |
- 6.868 * x2 * x | |
+ 0.4298 * x2 | |
+ 0.1191 * x | |
- 0.00232; | |
} | |
float3 Agx(float3 val) | |
{ | |
const float3x3 agx_mat = float3x3( | |
0.842479062253094, 0.0423282422610123, 0.0423756549057051, | |
0.0784335999999992, 0.878468636469772, 0.0784336, | |
0.0792237451477643, 0.0791661274605434, 0.879142973793104); | |
// DEFAULT_LOG2_MIN = -10.0 | |
// DEFAULT_LOG2_MAX = +6.5 | |
// MIDDLE_GRAY = 0.18 | |
// log2(pow(2, VALUE) * MIDDLE_GRAY) | |
// Adjusted for Unreal's zero exposure compensation | |
const float min_ev = -12.47393f; // Default: -12.47393f; | |
const float max_ev = 0.526069f; // Default: 4.026069f; | |
// Input transform (inset) | |
val = mul(val, agx_mat); | |
// Log2 space encoding | |
val = clamp(log2(val), min_ev, max_ev); | |
val = (val - min_ev) / (max_ev - min_ev); | |
// Apply sigmoid function approximation | |
val = AgxDefaultContrastApprox(val); | |
return val; | |
} | |
float3 AgxEotf(float3 val) | |
{ | |
const float3x3 agx_mat_inv = float3x3( | |
1.19687900512017, -0.0528968517574562, -0.0529716355144438, | |
-0.0980208811401368, 1.15190312990417, -0.0980434501171241, | |
-0.0990297440797205, -0.0989611768448433, 1.15107367264116); | |
// Inverse input transform (outset) | |
val = mul(val, agx_mat_inv); | |
// sRGB IEC 61966-2-1 2.2 Exponent Reference EOTF Display | |
// NOTE: We're linearizing the output here. Comment/adjust when | |
// *not* using a sRGB render target | |
val = pow(val, 2.2); | |
return val; | |
} | |
float3 AgxLook(float3 val) | |
{ | |
const float3 lw = float3(0.2126, 0.7152, 0.0722); | |
const float luma = dot(val, lw); | |
// Default | |
const float3 offset = float3(0.0, 0.0, 0.0); | |
float3 slope = float3(1.0, 1.0, 1.0); | |
float3 power = float3(1.0, 1.0, 1.0); | |
float sat = 1.0; | |
#if AGX_LOOK == 1 | |
// Golden | |
slope = float3(1.0, 0.9, 0.5); | |
power = float3(0.8, 0.8, 0.8); | |
sat = 0.8; | |
#elif AGX_LOOK == 2 | |
// Punchy | |
slope = float3(1.0, 1.0, 1.0); | |
power = float3(1.35, 1.35, 1.35); | |
sat = 1.4; | |
#endif | |
// ASC CDL | |
val = pow(val * slope + offset, power); | |
return luma + sat * (val - luma); | |
} | |
half3 ApplyAgX(half3 LinearColorRec709) | |
{ | |
LinearColorRec709 = Agx(LinearColorRec709); | |
LinearColorRec709 = AgxLook(LinearColorRec709); | |
LinearColorRec709 = AgxEotf(LinearColorRec709); | |
return LinearColorRec709; | |
} | |
// AGX END |
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