/* Description : PD80 06 Film Grain for Reshade https://reshade.me/ Author : prod80 (Bas Veth) License : MIT, Copyright (c) 2020 prod80 Additional credits - Noise/Grain code adopted, modified, and adjusted from Stefan Gustavson. License: MIT, Copyright (c) 2011 stegu MIT License 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. */ #include "ReShade.fxh" #include "ReShadeUI.fxh" #include "PD80_00_Color_Spaces.fxh" #ifndef FG_GRAIN_SMOOTHING #define FG_GRAIN_SMOOTHING 0 #endif namespace pd80_filmgrain { //// UI ELEMENTS //////////////////////////////////////////////////////////////// uniform bool enable_test < ui_label = "Enable Setup Mode"; ui_tooltip = "Enable Setup Mode"; ui_category = "Film Grain (simplex)"; > = false; uniform int grainMotion < __UNIFORM_COMBO_INT1 ui_label = "Grain Motion"; ui_tooltip = "Grain Motion"; ui_category = "Film Grain (simplex)"; ui_items = "Disabled\0Enabled\0"; > = 1; uniform float grainAdjust < ui_type = "slider"; ui_label = "Grain Pattern Adjust (for still noise)"; ui_tooltip = "Grain Pattern Adjust (for still noise)"; ui_category = "Film Grain (simplex)"; ui_min = 1.0f; ui_max = 2.0f; > = 1.0; uniform int grainSize < ui_type = "slider"; ui_label = "Grain Size"; ui_tooltip = "Grain Size"; ui_category = "Film Grain (simplex)"; ui_min = 1; ui_max = 4; > = 1; #if( FG_GRAIN_SMOOTHING ) uniform float grainBlur < ui_type = "slider"; ui_label = "Grain Smoothness"; ui_tooltip = "Grain Smoothness"; ui_category = "Film Grain (simplex)"; ui_min = 0.005f; ui_max = 0.7f; > = 0.5; #endif uniform int grainOrigColor < __UNIFORM_COMBO_INT1 ui_label = "Use Original Color"; ui_tooltip = "Use Original Color"; ui_category = "Film Grain (simplex)"; ui_items = "Use Random Color\0Use Original Color\0"; > = 1; uniform bool use_negnoise < ui_label = "Use Negative Noise (highlights)"; ui_tooltip = "Use Negative Noise (highlights)"; ui_category = "Film Grain (simplex)"; > = false; uniform float grainColor < ui_type = "slider"; ui_label = "Grain Color Amount"; ui_tooltip = "Grain Color Amount"; ui_category = "Film Grain (simplex)"; ui_min = 0.0f; ui_max = 1.0f; > = 1.0; uniform float grainAmount < ui_type = "slider"; ui_label = "Grain Amount"; ui_tooltip = "Grain Amount"; ui_category = "Film Grain (simplex)"; ui_min = 0.0f; ui_max = 1.0f; > = 0.333; uniform float grainIntensity < ui_type = "slider"; ui_label = "Grain Intensity"; ui_tooltip = "Grain Intensity"; ui_category = "Film Grain (simplex)"; ui_min = 0.0f; ui_max = 1.0f; > = 0.65; uniform float grainDensity < ui_type = "slider"; ui_label = "Grain Density"; ui_tooltip = "Grain Density"; ui_category = "Film Grain (simplex)"; ui_min = 0.0f; ui_max = 10.0f; > = 10.0; uniform float grainIntHigh < ui_type = "slider"; ui_label = "Grain Intensity Highlights"; ui_tooltip = "Grain Intensity Highlights"; ui_category = "Film Grain (simplex)"; ui_min = 0.0f; ui_max = 1.0f; > = 1.0; uniform float grainIntLow < ui_type = "slider"; ui_label = "Grain Intensity Shadows"; ui_tooltip = "Grain Intensity Shadows"; ui_category = "Film Grain (simplex)"; ui_min = 0.0f; ui_max = 1.0f; > = 1.0; uniform bool enable_depth < ui_label = "Enable depth based adjustments.\nMake sure you have setup your depth buffer correctly."; ui_tooltip = "Enable depth based adjustments"; ui_category = "Film Grain (simplex): Depth"; > = false; uniform bool display_depth < ui_label = "Show depth texture"; ui_tooltip = "Show depth texture"; ui_category = "Film Grain (simplex): Depth"; > = false; uniform float depthStart < ui_type = "slider"; ui_label = "Change Depth Start Plane"; ui_tooltip = "Change Depth Start Plane"; ui_category = "Film Grain (simplex): Depth"; ui_min = 0.0f; ui_max = 1.0f; > = 0.0; uniform float depthEnd < ui_type = "slider"; ui_label = "Change Depth End Plane"; ui_tooltip = "Change Depth End Plane"; ui_category = "Film Grain (simplex): Depth"; ui_min = 0.0f; ui_max = 1.0f; > = 0.1; uniform float depthCurve < ui_label = "Depth Curve Adjustment"; ui_tooltip = "Depth Curve Adjustment"; ui_category = "Film Grain (simplex): Depth"; ui_type = "slider"; ui_min = 0.05; ui_max = 8.0; > = 1.0; //// TEXTURES /////////////////////////////////////////////////////////////////// texture texPerm < source = "pd80_permtexture.png"; > { Width = 256; Height = 256; Format = RGBA8; }; texture texNoise { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; Format = RGBA16F; }; #if( FG_GRAIN_SMOOTHING ) texture texNoiseH { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; Format = RGBA16F; }; texture texNoiseV { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; Format = RGBA16F; }; #endif //// SAMPLERS /////////////////////////////////////////////////////////////////// sampler samplerPermTex { Texture = texPerm; }; sampler samplerNoise { Texture = texNoise; }; #if( FG_GRAIN_SMOOTHING ) sampler samplerNoiseH { Texture = texNoiseH; }; sampler samplerNoiseV { Texture = texNoiseV; }; #endif //// DEFINES //////////////////////////////////////////////////////////////////// #define permTexSize 256 #define permONE 1.0f / 256.0f #define permHALF 0.5f * permONE //// FUNCTIONS ////////////////////////////////////////////////////////////////// uniform float Timer < source = "timer"; >; float4 rnm( float2 tc, float t ) { float noise = sin( dot( tc, float2( 12.9898, 78.233 ))) * ( 43758.5453 + t ); float noiseR = frac( noise * grainAdjust ) * 2.0 - 1.0; float noiseG = frac( noise * 1.2154 * grainAdjust ) * 2.0 - 1.0; float noiseB = frac( noise * 1.3453 * grainAdjust ) * 2.0 - 1.0; float noiseA = frac( noise * 1.3647 * grainAdjust ) * 2.0 - 1.0; return float4( noiseR, noiseG, noiseB, noiseA ); } float fade( float t ) { return t * t * t * ( t * ( t * 6.0 - 15.0 ) + 10.0 ); } float curve( float x ) { return x * x * ( 3.0 - 2.0 * x ); } float pnoise3D( float3 p, float t ) { float3 pi = permONE * floor( p ) + permHALF; pi.xy *= permTexSize; pi.xy = round(( pi.xy - permHALF ) / grainSize ) * grainSize; pi.xy /= permTexSize; float3 pf = frac( p ); // Noise contributions from (x=0, y=0), z=0 and z=1 float perm00 = rnm( pi.xy, t ).x; float3 grad000 = tex2D( samplerPermTex, float2( perm00, pi.z )).xyz * 4.0 - 1.0; float n000 = dot( grad000, pf ); float3 grad001 = tex2D( samplerPermTex, float2( perm00, pi.z + permONE )).xyz * 4.0 - 1.0; float n001 = dot( grad001, pf - float3( 0.0, 0.0, 1.0 )); // Noise contributions from (x=0, y=1), z=0 and z=1 float perm01 = rnm( pi.xy + float2( 0.0, permONE ), t ).y ; float3 grad010 = tex2D( samplerPermTex, float2( perm01, pi.z )).xyz * 4.0 - 1.0; float n010 = dot( grad010, pf - float3( 0.0, 1.0, 0.0 )); float3 grad011 = tex2D( samplerPermTex, float2( perm01, pi.z + permONE )).xyz * 4.0 - 1.0; float n011 = dot( grad011, pf - float3( 0.0, 1.0, 1.0 )); // Noise contributions from (x=1, y=0), z=0 and z=1 float perm10 = rnm( pi.xy + float2( permONE, 0.0 ), t ).z ; float3 grad100 = tex2D( samplerPermTex, float2( perm10, pi.z )).xyz * 4.0 - 1.0; float n100 = dot( grad100, pf - float3( 1.0, 0.0, 0.0 )); float3 grad101 = tex2D( samplerPermTex, float2( perm10, pi.z + permONE )).xyz * 4.0 - 1.0; float n101 = dot( grad101, pf - float3( 1.0, 0.0, 1.0 )); // Noise contributions from (x=1, y=1), z=0 and z=1 float perm11 = rnm( pi.xy + float2( permONE, permONE ), t ).w ; float3 grad110 = tex2D( samplerPermTex, float2( perm11, pi.z )).xyz * 4.0 - 1.0; float n110 = dot( grad110, pf - float3( 1.0, 1.0, 0.0 )); float3 grad111 = tex2D( samplerPermTex, float2( perm11, pi.z + permONE )).xyz * 4.0 - 1.0; float n111 = dot( grad111, pf - float3( 1.0, 1.0, 1.0 )); // Blend contributions along x float4 n_x = lerp( float4( n000, n001, n010, n011 ), float4( n100, n101, n110, n111 ), fade( pf.x )); // Blend contributions along y float2 n_xy = lerp( n_x.xy, n_x.zw, fade( pf.y )); // Blend contributions along z float n_xyz = lerp( n_xy.x, n_xy.y, fade( pf.z )); // We're done, return the final noise value return n_xyz; } float getAvgColor( float3 col ) { return dot( col.xyz, float3( 0.333333f, 0.333334f, 0.333333f )); } // nVidia blend modes // Source: https://www.khronos.org/registry/OpenGL/extensions/NV/NV_blend_equation_advanced.txt float3 ClipColor( float3 color ) { float lum = getAvgColor( color.xyz ); float mincol = min( min( color.x, color.y ), color.z ); float maxcol = max( max( color.x, color.y ), color.z ); color.xyz = ( mincol < 0.0f ) ? lum + (( color.xyz - lum ) * lum ) / ( lum - mincol ) : color.xyz; color.xyz = ( maxcol > 1.0f ) ? lum + (( color.xyz - lum ) * ( 1.0f - lum )) / ( maxcol - lum ) : color.xyz; return color; } // Luminosity: base, blend // Color: blend, base float3 blendLuma( float3 base, float3 blend ) { float lumbase = getAvgColor( base.xyz ); float lumblend = getAvgColor( blend.xyz ); float ldiff = lumblend - lumbase; float3 col = base.xyz + ldiff; return ClipColor( col.xyz ); } //// PIXEL SHADERS ////////////////////////////////////////////////////////////// float4 PS_FilmGrain(float4 pos : SV_Position, float2 texcoord : TEXCOORD) : SV_Target { // Noise float timer = 1.0f; if( grainMotion ) timer = Timer % 1000.0f; float2 uv = texcoord.xy * float2( BUFFER_WIDTH, BUFFER_HEIGHT ); float3 noise = pnoise3D( float3( uv.xy, 1 ), timer ); noise.y = pnoise3D( float3( uv.xy, 2 ), timer ); noise.z = pnoise3D( float3( uv.xy, 3 ), timer ); // Intensity noise.xyz *= grainIntensity; // Noise color noise.xyz = lerp( noise.xxx, noise.xyz, grainColor ); // Control noise density noise.xyz = pow( abs( noise.xyz ), max( 11.0f - grainDensity, 0.1f )) * sign( noise.xyz ); // Pack noise that has range -1..0..1 into 0..1 range for blurring passes // After blurring passes unpack again noise * 2 - 1 noise.xyz = saturate(( noise.xyz + 1.0f ) * 0.5f ); return float4( noise.xyz, 1.0f ); } #if( FG_GRAIN_SMOOTHING ) float4 PS_BlurH(float4 pos : SV_Position, float2 texcoord : TEXCOORD) : SV_Target { float4 noise = tex2D( samplerNoise, texcoord ); // Blur float SigmaSum = 0.0f; float pxlOffset = 1.0f; float Blur = grainBlur * grainSize; float3 Sigma; Sigma.x = 1.0f / ( sqrt( 6.283184f ) * Blur ); Sigma.y = exp( -0.5f / ( Blur * Blur )); Sigma.z = Sigma.y * Sigma.y; noise.xyz *= Sigma.x; SigmaSum += Sigma.x; Sigma.xy *= Sigma.yz; float px = BUFFER_RCP_WIDTH; [loop] for( int i = 0; i < 5 && Sigma.x > 0.001f; ++i ) { noise += tex2Dlod( samplerNoise, float4( texcoord.xy + float2( pxlOffset * px, 0.0f ), 0.0, 0.0 )) * Sigma.x; noise += tex2Dlod( samplerNoise, float4( texcoord.xy - float2( pxlOffset * px, 0.0f ), 0.0, 0.0 )) * Sigma.x; SigmaSum += ( 2.0f * Sigma.x ); pxlOffset += 1.0f; Sigma.xy *= Sigma.yz; } noise.xyz /= SigmaSum; return float4( noise.xyz, 1.0f ); } float4 PS_BlurV(float4 pos : SV_Position, float2 texcoord : TEXCOORD) : SV_Target { float4 noise = tex2D( samplerNoiseH, texcoord ); // Blur float SigmaSum = 0.0f; float pxlOffset = 1.0f; float Blur = grainBlur * grainSize; float3 Sigma; Sigma.x = 1.0f / ( sqrt( 6.283184f ) * Blur ); Sigma.y = exp( -0.5f / ( Blur * Blur )); Sigma.z = Sigma.y * Sigma.y; noise.xyz *= Sigma.x; SigmaSum += Sigma.x; Sigma.xy *= Sigma.yz; float py = BUFFER_RCP_HEIGHT; [loop] for( int i = 0; i < 5 && Sigma.x > 0.001f; ++i ) { noise += tex2Dlod( samplerNoiseH, float4( texcoord.xy + float2( 0.0f, pxlOffset * py ), 0.0, 0.0 )) * Sigma.x; noise += tex2Dlod( samplerNoiseH, float4( texcoord.xy - float2( 0.0f, pxlOffset * py ), 0.0, 0.0 )) * Sigma.x; SigmaSum += ( 2.0f * Sigma.x ); pxlOffset += 1.0f; Sigma.xy *= Sigma.yz; } noise.xyz /= SigmaSum; return float4( noise.xyz, 1.0f ); } #endif float4 PS_MergeNoise(float4 pos : SV_Position, float2 texcoord : TEXCOORD) : SV_Target { #if( FG_GRAIN_SMOOTHING ) float4 noise = tex2D( samplerNoiseV, texcoord ); #else float4 noise = tex2D( samplerNoise, texcoord ); #endif float4 color = tex2D( ReShade::BackBuffer, texcoord ); // Unpack noise noise.xyz = noise.xyz * 2.0f - 1.0f; // Depth float depth = ReShade::GetLinearizedDepth( texcoord ).x; depth = smoothstep( depthStart, depthEnd, depth ); depth = pow( depth, depthCurve ); float d = enable_depth ? depth : 1.0f; // Test setup float3 testenv = ( texcoord.y < 0.25f ) ? texcoord.xxx : ( texcoord.y < 0.5f ) ? float3( texcoord.x, 0.0f, 0.0f ) : ( texcoord.y < 0.75f ) ? float3( 0.0f, texcoord.x, 0.0f ) : float3( 0.0f, 0.0f, texcoord.x ); color.xyz = enable_test ? testenv.xyz : color.xyz; // Store some values float3 origHSV = RGBToHSV( color.xyz ); float3 orig = color.xyz; float maxc = max( max( color.x, color.y ), color.z ); float minc = min( min( color.x, color.y ), color.z ); // Mixing options float lum = maxc; noise.xyz = lerp( noise.xyz * grainIntLow, noise.xyz * grainIntHigh, fade( lum )); // Noise adjustments based on average intensity float3 negnoise = -abs( noise.xyz ); lum *= lum; // Apply only negative noise in highlights/whites as positive will be clipped out // Swizzle the components of negnoise to avoid middle intensity regions of no noise ( x - x = 0 ) negnoise.xyz = lerp( noise.xyz, negnoise.zxy * 0.5f, lum ); noise.xyz = use_negnoise ? negnoise.xyz : noise.xyz; // Noise coloring // Issue, when changing hue to original Red, Bblue channels work fine, but humans more sensitive to Yellow/Green // In perceived luminosity R and B channel are very close, will assume they are equal as they are close enough // "weight" is my poor attemp to match human vision, bit heavier on the yellow-green than green float factor = 1.2f; float weight = max( 1.0f - abs(( origHSV.x - 0.166667f ) * 6.0f ), 0.0f ) * factor; weight += max( 1.0f - abs(( origHSV.x - 0.333333f ) * 6.0f ), 0.0f ) / factor; weight = saturate( curve( weight / factor )); // Account for saturation weight *= saturate(( maxc + 1.0e-10 - minc ) / maxc + 1.0e-10 ); // Account for intensity. Highest reduction at 0.2 intensity // No change in blacks and brights float adj = saturate(( maxc - 0.2f ) * 1.25f ) + saturate( 1.0f - maxc * 5.0f ); adj = 1.0f - curve( adj ); weight *= adj; // Create a factor to adjust noise intensity based on weight float adjNoise = lerp( 1.0f, 0.5f, grainOrigColor * weight ); color.xyz = lerp( color.xyz, color.xyz + ( noise.xyz * d ), grainAmount * adjNoise ); color.xyz = saturate( color.xyz ); // Use original hue and saturation mixed with lightness channel of noise float3 col = blendLuma( orig.xyz, color.xyz ); color.xyz = grainOrigColor ? col.xyz : color.xyz; color.xyz = display_depth ? depth.xxx : color.xyz; return float4( color.xyz, 1.0f ); } //// TECHNIQUES ///////////////////////////////////////////////////////////////// technique prod80_06_FilmGrain { pass prod80_WriteNoise { VertexShader = PostProcessVS; PixelShader = PS_FilmGrain; RenderTarget = texNoise; } #if( FG_GRAIN_SMOOTHING ) pass prod80_BlurH { VertexShader = PostProcessVS; PixelShader = PS_BlurH; RenderTarget = texNoiseH; } pass prod80_BlurV { VertexShader = PostProcessVS; PixelShader = PS_BlurV; RenderTarget = texNoiseV; } #endif pass prod80_MixNoise { VertexShader = PostProcessVS; PixelShader = PS_MergeNoise; } } }