added new layer input pass
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@@ -1,18 +1,36 @@
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{
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"id": "feedback-highlight-accumulator",
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"name": "Feedback Highlight Accumulator",
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"description": "Demonstrates shader-local feedback by accumulating only the brightest-looking parts of the image over a timed window, then resetting and starting again. The highlight selection is an approximation based on a luminance threshold rather than an exact percentile reduction.",
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"description": "Demonstrates shader-local feedback by storing a rolling 4-frame per-pixel highlight history in RGBA and displaying only the newest 3 frames. The highlight selection is an approximation based on a luminance threshold rather than an exact percentile reduction.",
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"category": "Feedback",
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"entryPoint": "shadeVideo",
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"entryPoint": "buildHistory",
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"passes": [
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{
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"id": "history",
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"source": "shader.slang",
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"entryPoint": "buildHistory",
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"output": "historyBuffer"
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},
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{
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"id": "display",
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"source": "shader.slang",
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"entryPoint": "displayHistory",
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"inputs": [
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"historyBuffer"
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],
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"output": "layerOutput"
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}
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],
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"feedback": {
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"enabled": true
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"enabled": true,
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"writePass": "history"
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},
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"parameters": [
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{
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"id": "highlightThreshold",
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"label": "Highlight Threshold",
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"type": "float",
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"default": 0.99,
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"default": 0.92,
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"min": 0.5,
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"max": 1.5,
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"step": 0.001,
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@@ -30,23 +48,23 @@
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},
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{
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"id": "accumulateAmount",
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"label": "Accumulate Amount",
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"label": "Contribution Amount",
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"type": "float",
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"default": 0.2,
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"default": 0.6,
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"min": 0.0,
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"max": 2.0,
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"step": 0.001,
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"description": "How much of each bright sample gets added into the running feedback image."
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"description": "Strength of each frame's highlight contribution before it is shifted into the rolling history."
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},
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{
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"id": "displayGain",
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"label": "Display Gain",
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"type": "float",
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"default": 1.0,
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"default": 2.5,
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"min": 0.0,
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"max": 4.0,
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"max": 8.0,
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"step": 0.01,
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"description": "Brightness applied to the accumulated feedback when displayed."
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"description": "Brightness applied to the sum of the most recent three stored highlight samples."
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},
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{
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"id": "baseMix",
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@@ -56,17 +74,7 @@
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"min": 0.0,
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"max": 1.0,
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"step": 0.01,
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"description": "Amount of the live source image kept under the accumulation."
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},
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{
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"id": "resetSeconds",
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"label": "Reset Seconds",
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"type": "float",
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"default": 10.0,
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"min": 1.0,
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"max": 60.0,
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"step": 0.1,
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"description": "Length of each accumulation window before the feedback resets."
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"description": "Amount of the live source image kept under the recent highlight history display."
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}
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]
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}
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@@ -3,29 +3,45 @@ float luminance(float3 color)
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return dot(color, float3(0.2126, 0.7152, 0.0722));
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}
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float currentResetPhase(float timeSeconds, float resetInterval)
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float4 buildHistory(ShaderContext context)
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{
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float safeInterval = max(resetInterval, 0.001);
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float cycleIndex = floor(timeSeconds / safeInterval);
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return frac(cycleIndex * 0.5) >= 0.5 ? 1.0 : 0.0;
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}
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float4 shadeVideo(ShaderContext context)
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{
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float safeResetSeconds = max(resetSeconds, 0.001);
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float phase = currentResetPhase(context.time, safeResetSeconds);
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float4 previousFeedback = sampleFeedback(context.uv);
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bool phaseMatches = context.feedbackAvailable > 0 && abs(previousFeedback.a - phase) < 0.25;
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float3 previousAccumulation = phaseMatches ? previousFeedback.rgb : float3(0.0, 0.0, 0.0);
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float4 previousHistory = context.feedbackAvailable > 0
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? previousFeedback
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: float4(0.0, 0.0, 0.0, 0.0);
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// Highlight selection is always based on the live source image only.
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// The stored feedback never feeds back into the threshold test.
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float currentLuma = luminance(context.sourceColor.rgb);
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float thresholdWidth = max(softness, 0.0001);
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float brightMask = smoothstep(highlightThreshold - thresholdWidth, highlightThreshold + thresholdWidth, currentLuma);
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float3 currentContribution = context.sourceColor.rgb * brightMask * max(accumulateAmount, 0.0);
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float3 nextAccumulation = saturate(previousAccumulation + currentContribution);
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// Treat RGBA as a 4-slot rolling scalar history:
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// R = current frame, G = 1 frame ago, B = 2 frames ago, A = 3 frames ago.
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// Each frame shifts the history forward and drops the oldest sample.
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float currentContribution = currentLuma * brightMask * max(accumulateAmount, 0.0);
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float4 nextHistory = float4(
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currentContribution,
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previousHistory.r,
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previousHistory.g,
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previousHistory.b
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);
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float3 displayColor = context.sourceColor.rgb * saturate(baseMix) + nextAccumulation * max(displayGain, 0.0);
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return float4(saturate(displayColor), phase);
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return saturate(nextHistory);
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}
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float4 displayHistory(ShaderContext context)
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{
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// In the display pass, context.sourceColor is the same-frame historyBuffer
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// produced by buildHistory().
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float4 history = context.sourceColor;
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float recentEnergy = history.r + history.g + history.b;
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float3 originalColor = sampleLayerInput(context.uv).rgb;
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float highlightBoost = recentEnergy * max(displayGain, 0.0);
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float3 sourceHue = originalColor / max(max(originalColor.r, originalColor.g), max(originalColor.b, 0.0001));
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float3 displayColor =
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originalColor +
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sourceHue * highlightBoost * 1.5;
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return float4(saturate(displayColor), 1.0);
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}
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