[HLSL CODE] RGBL Curve (Cubic Bezier)

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Posts: 56
Joined: 02 Aug 2017, 13:30

[HLSL CODE] RGBL Curve (Cubic Bezier)

Hey... its me again. So i am slowly learing how to make basic Shaders. I trew a bunch of code together and rewrote it a little.
This allows Photoshop like curves in ENB. Preview: http://cubic-bezier.com/#.17,.67,.83,.67
Image


I used parts of code from Prod80 and Ceejay.dk in this but it has mostly been rewritten. Thought ill mention it anyways.
Also i am still a noob with Shaders so feel free to correct me if i did something wrong.

i made this code with Sandvich Makers Macros viewtopic.php?f=6&t=5961
So you will need that or youll need to rewrite the UI on your own. This however allows you to also Let these work in DNI or else without mutch work (just change the "UI_FLOAT" to "UI_FLOAT_DNI")

so here the UI:

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#include "Reforged/ReforgedUI.fxh"

UI_INT(BlendMode,                        "Curve Blend Mode",         0.0,  13.0,  0.0)
#define UI_CATEGORY Mode
#define UI_PREFIX_MODE PREFIX
UI_MESSAGE(1,                            "1 = Darken, 2 = Multiply")
UI_MESSAGE(2,                            "3 = Linearburn, 4 = Colorburn")
UI_MESSAGE(3,                            "5 = Lighten, 6 = Screen")
UI_MESSAGE(4,                            "7 = Colordodge, 8 = Lineardodge")
UI_MESSAGE(5,                            "9 = Overlay, 10 = Softlight")
UI_MESSAGE(6,                            "11 = Vividlight, 12 = Linearlight")
UI_MESSAGE(7,                            "13 = Pinlight, 0 = Bypass")
UI_WHITESPACE(1)
#define UI_CATEGORY Luma
#define UI_PREFIX_MODE PREFIX
UI_SEPARATOR_CUSTOM                      ("Luminace Curve")
UI_FLOAT(CurveBlendL,                    "Curve Power",              0.0,  1.0,  0.0)
UI_FLOAT(LSP,                            "Curve Startpoint",        -50.0, 50.0, 0.0)
UI_FLOAT(LCP1,                           "Curve Control Point 1",   -50.0, 50.0, 0.0)
UI_FLOAT(LCP2,                           "Curve Control Point 2",   -50.0, 50.0, 0.0)
UI_FLOAT(LEP,                            "Curve End Point",         -50.0, 50.0, 1.0)
UI_WHITESPACE(2)
#define UI_CATEGORY Red
#define UI_PREFIX_MODE PREFIX
UI_SEPARATOR_CUSTOM                      ("Red Curve")
UI_FLOAT(CurveBlendR,                    "Curve Power",              0.0,  1.0,  0.0)
UI_FLOAT(RSP,                            "Curve Startpoint",        -50.0, 50.0, 0.0)
UI_FLOAT(RCP1,                           "Curve Control Point 1",   -50.0, 50.0, 0.0)
UI_FLOAT(RCP2,                           "Curve Control Point 2",   -50.0, 50.0, 0.0)
UI_FLOAT(REP,                            "Curve End Point",         -50.0, 50.0, 1.0)
UI_WHITESPACE(3)
#define UI_CATEGORY Green
#define UI_PREFIX_MODE PREFIX
UI_SEPARATOR_CUSTOM                      ("Green Curve")
UI_FLOAT(CurveBlendG,                    "Curve Power",              0.0,  1.0,  0.0)
UI_FLOAT(GSP,                            "Curve Startpoint",        -50.0, 50.0, 0.0)
UI_FLOAT(GCP1,                           "Curve Control Point 1",   -50.0, 50.0, 0.0)
UI_FLOAT(GCP2,                           "Curve Control Point 2",   -50.0, 50.0, 0.0)
UI_FLOAT(GEP,                            "Curve End Point",         -50.0, 50.0, 1.0)
UI_WHITESPACE(4)
#define UI_CATEGORY Blue
#define UI_PREFIX_MODE PREFIX
UI_SEPARATOR_CUSTOM                      ("Blue Curve")
UI_FLOAT(CurveBlendB,                    "Curve Power",              0.0,  1.0,  0.0)
UI_FLOAT(BSP,                            "Curve Startpoint",        -50.0, 50.0, 0.0)
UI_FLOAT(BCP1,                           "Curve Control Point 1",   -50.0, 50.0, 0.0)
UI_FLOAT(BCP2,                           "Curve Control Point 2",   -50.0, 50.0, 0.0)
UI_FLOAT(BEP,                            "Curve End Point",         -50.0, 50.0, 1.0)
Afterwards The functions. Place these before the Pixel Shader:

Code: Select all

// Photoshop Blend modes (Needs LDR)
float3 darken(float3 c, float3 b) 		{ return min(b, c);}
float3 multiply(float3 c, float3 b) 	{ return c*b;}
float3 linearburn(float3 c, float3 b) 	{ return max(c+b-1, 0);}
float3 colorburn(float3 c, float3 b) 	{ return b==0 ? b:max((1-((1-c)/b)), 0);}
float3 lighten(float3 c, float3 b) 		{ return max(b, c);}
float3 screen(float3 c, float3 b) 		{ return 1-(1-c)*(1-b);}
float3 colordodge(float3 c, float3 b) 	{ return b==1 ? b:min(c/(1-b), 1);}
float3 lineardodge(float3 c, float3 b) 	{ return min(c+b, 1);}
float3 overlay(float3 c, float3 b) 		{ return c<0.5 ? 2*c*b:(1-2*(1-c)*(1-b));}
float3 softlight(float3 c, float3 b) 	{ return b<0.5 ? (2*c*b+c*c*(1-2*b)):(sqrt(c)*(2*b-1)+2*c*(1-b));}
float3 vividlight(float3 c, float3 b) 	{ return b<0.5 ? colorburn(c, (2*b)):colordodge(c, (2*(b-0.5)));}
float3 linearlight(float3 c, float3 b) 	{ return b<0.5 ? linearburn(c, (2*b)):lineardodge(c, (2*(b-0.5)));}
float3 pinlight(float3 c, float3 b) 	{ return b<0.5 ? darken(c, (2*b)):lighten(c, (2*(b-0.5)));}


float Curve(float x, float4 CurveValues)
{
	x = CurveValues.x*(1-x)*(1-x)*(1-x) + 3*CurveValues.y*(1-x)*(1-x)*x + 3*CurveValues.z*(1-x)*x*x + CurveValues.w*x*x*x;
    return max(x, 0);
}

float3 CurveCombine(float3 Color)
{
	// Calculate luma (grey)
	float3 lumCoeff = float3(0.2126, 0.7152, 0.0722);
	float  Luma = dot(lumCoeff, Color.rgb);

	// Calculate chroma
	float3 Chroma = Color.rgb - Luma;

    // Pack up tweakable values so we dont need 4 times the same function
    float4 RedCurve, GreenCurve, BlueCurve, LumaCurve;
    RedCurve.x   = RSP, RedCurve.y   = RCP1, RedCurve.z   = RCP2, RedCurve.w   = REP;
    GreenCurve.x = GSP, GreenCurve.y = GCP1, GreenCurve.z = GCP2, GreenCurve.w = GEP;
    BlueCurve.x  = BSP, BlueCurve.y  = BCP1, BlueCurve.z  = BCP2, BlueCurve.w  = BEP;
    LumaCurve.x  = LSP, LumaCurve.y  = LCP1, LumaCurve.z  = LCP2, LumaCurve.w  = LEP;

    // Apply
    Chroma.r = lerp(Chroma.r, Curve(saturate(Chroma.r), RedCurve),   CurveBlendR);  // Red
    Chroma.g = lerp(Chroma.g, Curve(saturate(Chroma.g), GreenCurve), CurveBlendG);  // Green
    Chroma.b = lerp(Chroma.b, Curve(saturate(Chroma.b), BlueCurve),  CurveBlendB);  // Blue
    Luma     = lerp(Luma,     Curve(saturate(Luma),     LumaCurve),  CurveBlendL);  // Luminace

    return Chroma + Luma; // Combine
}

float3 CurveMixFinal(float3 Color)
{
    Color = saturate(Color); // Cuz LDR right?

    if (BlendMode==1)  { Color = darken        (Color, CurveCombine(Color)); }
    if (BlendMode==2)  { Color = multiply      (Color, CurveCombine(Color)); }
    if (BlendMode==3)  { Color = linearburn    (Color, CurveCombine(Color)); }
    if (BlendMode==4)  { Color = colorburn     (Color, CurveCombine(Color)); }
    if (BlendMode==5)  { Color = lighten       (Color, CurveCombine(Color)); }
    if (BlendMode==6)  { Color = screen        (Color, CurveCombine(Color)); }
    if (BlendMode==7)  { Color = colordodge    (Color, CurveCombine(Color)); }
    if (BlendMode==8)  { Color = lineardodge   (Color, CurveCombine(Color)); }
    if (BlendMode==9)  { Color = overlay       (Color, CurveCombine(Color)); }
    if (BlendMode==10) { Color = softlight     (Color, CurveCombine(Color)); }
    if (BlendMode==11) { Color = vividlight    (Color, CurveCombine(Color)); }
    if (BlendMode==12) { Color = linearlight   (Color, CurveCombine(Color)); }
    if (BlendMode==13) { Color = pinlight      (Color, CurveCombine(Color)); }

    return Color;
}
In the end call the function in your pixel Shader

Code: Select all

    Color.rgb = CurveMixFinal(Color);
Feel free to use it freely anywere or change it however you want.
I don't mind if you don't credit me but it would be nice ;)
https://discord.gg/PtCUgab lil discord :3
Attachments
Curves.zip
fxh Version
(1.65 KiB) Downloaded 166 times

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Posts: 3125
Joined: 27 Jan 2012, 13:42

Re: [HLSL CODE] RGBL Curve (Cubic Bezier)

It does seem pretty quiet here but thanks, seems really useful for anyone not into using look-up tables.

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Posts: 56
Joined: 02 Aug 2017, 13:30

Re: [HLSL CODE] RGBL Curve (Cubic Bezier)

mindflux wrote:It does seem pretty quiet here but thanks, seems really useful for anyone not into using look-up tables.
Yeah even tho i am a big fan of Luts i really like being able to edit on the fly
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