1//! Auto exposure2//!3//! This shader computes an auto exposure value for the current frame,4//! which is then used as an exposure correction in the tone mapping shader.5//!6//! The auto exposure value is computed in two passes:7//! * The compute_histogram pass calculates a histogram of the luminance values in the scene,8//! taking into account the metering mask texture. The metering mask is a grayscale texture9//! that defines the areas of the screen that should be given more weight when calculating10//! the average luminance value. For example, the middle area of the screen might be more important11//! than the edges.12//! * The compute_average pass calculates the average luminance value of the scene, taking13//! into account the low_percent and high_percent settings. These settings define the14//! percentage of the histogram that should be excluded when calculating the average. This15//! is useful to avoid overexposure when you have a lot of shadows, or underexposure when you16//! have a lot of bright specular reflections.17//!18//! The final target_exposure is finally used to smoothly adjust the exposure value over time.20import bevy_render::view::View;21import bevy_render::globals::Globals;23/// Constant to convert RGB to luminance, taken from Real Time Rendering, Vol 4 pg. 278, 4th edition24const RGB_TO_LUM = vec3<f32>(0.2125, 0.7154, 0.0721);26struct AutoExposure {27 min_log_lum: f32,28 inv_log_lum_range: f32,29 log_lum_range: f32,30 low_percent: f32,31 high_percent: f32,32 speed_up: f32,33 speed_down: f32,34 exponential_transition_distance: f32,35}37struct CompensationCurve {38 min_log_lum: f32,39 inv_log_lum_range: f32,40 min_compensation: f32,41 compensation_range: f32,42}44@group(0) @binding(0) var<uniform> globals: Globals;46@group(0) @binding(1) var<uniform> settings: AutoExposure;48@group(0) @binding(2) var tex_color: texture_2d<f32>;50@group(0) @binding(3) var tex_mask: texture_2d<f32>;52@group(0) @binding(4) var tex_compensation: texture_1d<f32>;54@group(0) @binding(5) var<uniform> compensation_curve: CompensationCurve;56@group(0) @binding(6) var<storage, read_write> histogram: array<atomic<u32>, 64>;58@group(0) @binding(7) var<storage, read_write> exposure: f32;60@group(0) @binding(8) var<storage, read_write> view: View;62var<workgroup> histogram_shared: array<atomic<u32>, 64>;64/// For a given color, return the histogram bin index65fn color_to_bin(hdr: vec3<f32>) -> u32 {66 // Convert color to luminance67 let lum = dot(hdr, RGB_TO_LUM);69 if lum < exp2(settings.min_log_lum) {70 return 0u;71 }73 // Calculate the log_2 luminance and express it as a value in [0.0, 1.0]74 // where 0.0 represents the minimum luminance, and 1.0 represents the max.75 let log_lum = saturate((log2(lum) - settings.min_log_lum) * settings.inv_log_lum_range);77 // Map [0, 1] to [1, 63]. The zeroth bin is handled by the epsilon check above.78 return u32(log_lum * 62.0 + 1.0);79}81/// Read the metering mask at the given UV coordinates, returning a weight for the histogram.82///83/// Since the histogram is summed in the compute_average step, there is a limit to the amount of84/// distinct values that can be represented. When using the chosen value of 16, the maximum85/// amount of pixels that can be weighted and summed is 2^32 / 16 = 16384^2.86fn metering_weight(coords: vec2<f32>) -> u32 {87 let pos = vec2<i32>(coords * vec2<f32>(textureDimensions(tex_mask)));88 let mask = textureLoad(tex_mask, pos, 0).r;89 return u32(mask * 16.0);90}92@compute @workgroup_size(16, 16, 1)93fn compute_histogram(94 @builtin(global_invocation_id) global_invocation_id: vec3<u32>,95 @builtin(local_invocation_index) local_invocation_index: u3296) {97 // Clear the workgroup shared histogram98 if local_invocation_index < 64 {99 histogram_shared[local_invocation_index] = 0u;100 }102 // Wait for all workgroup threads to clear the shared histogram103 workgroupBarrier();105 let dim = vec2<u32>(textureDimensions(tex_color));106 let uv = vec2<f32>(global_invocation_id.xy) / vec2<f32>(dim);108 if global_invocation_id.x < dim.x && global_invocation_id.y < dim.y {109 let col = textureLoad(tex_color, vec2<i32>(global_invocation_id.xy), 0).rgb;110 let index = color_to_bin(col);111 let weight = metering_weight(uv);113 // Increment the shared histogram bin by the weight obtained from the metering mask114 atomicAdd(&histogram_shared[index], weight);115 }117 // Wait for all workgroup threads to finish updating the workgroup histogram118 workgroupBarrier();120 // Accumulate the workgroup histogram into the global histogram.121 // Note that the global histogram was not cleared at the beginning,122 // as it will be cleared in compute_average.123 var histogram_value = atomicLoad(&histogram_shared[local_invocation_index]);124 atomicAdd(&histogram[local_invocation_index], histogram_value);125}127@compute @workgroup_size(1, 1, 1)128fn compute_average(@builtin(local_invocation_index) local_index: u32) {129 var histogram_sum = 0u;131 // Calculate the cumulative histogram and clear the histogram bins.132 // Each bin in the cumulative histogram contains the sum of all bins up to that point.133 // This way we can quickly exclude the portion of lowest and highest samples as required by134 // the low_percent and high_percent settings.135 for (var i=0u; i<64u; i+=1u) {136 histogram_sum += atomicLoad(&histogram[i]);137 histogram_shared[i] = histogram_sum;139 // Clear the histogram bin for the next frame140 histogram[i] = 0u;141 }143 let first_index = u32(f32(histogram_sum) * settings.low_percent);144 let last_index = u32(f32(histogram_sum) * settings.high_percent);146 var count = 0u;147 var sum = 0.0;148 for (var i=1u; i<64u; i+=1u) {149 // The number of pixels in the bin. The histogram values are clamped to150 // first_index and last_index to exclude the lowest and highest samples.151 let bin_count =152 clamp(atomicLoad(&histogram_shared[i]), first_index, last_index) -153 clamp(atomicLoad(&histogram_shared[i - 1u]), first_index, last_index);155 sum += f32(bin_count) * f32(i);156 count += bin_count;157 }159 var avg_lum = settings.min_log_lum;161 if count > 0u {162 // The average luminance of the included histogram samples.163 avg_lum = sum / (f32(count) * 63.0)164 * settings.log_lum_range165 + settings.min_log_lum;166 }168 // The position in the compensation curve texture to sample for avg_lum.169 let u = (avg_lum - compensation_curve.min_log_lum) * compensation_curve.inv_log_lum_range;171 // The target exposure is the negative of the average log luminance.172 // The compensation value is added to the target exposure to adjust the exposure for173 // artistic purposes.174 let target_exposure = textureLoad(tex_compensation, i32(saturate(u) * 255.0), 0).r175 * compensation_curve.compensation_range176 + compensation_curve.min_compensation177 - avg_lum;179 // Smoothly adjust the `exposure` towards the `target_exposure`180 let delta = target_exposure - exposure;181 if target_exposure > exposure {182 let speed_down = settings.speed_down * globals.delta_time;183 let exp_down = speed_down / settings.exponential_transition_distance;184 exposure = exposure + min(speed_down, delta * exp_down);185 } else {186 let speed_up = settings.speed_up * globals.delta_time;187 let exp_up = speed_up / settings.exponential_transition_distance;188 exposure = exposure + max(-speed_up, delta * exp_up);189 }191 // Apply the exposure to the color grading settings, from where it will be used for the color192 // grading pass.193 view.color_grading.exposure += exposure;194}