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Copy pathDlssExposure.hlsl
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DlssExposure.hlsl
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/***************************************************************************
# Copyright (c) 2021-2023, NVIDIA CORPORATION. All rights reserved.
#
# NVIDIA CORPORATION and its licensors retain all intellectual property
# and proprietary rights in and to this software, related documentation
# and any modifications thereto. Any use, reproduction, disclosure or
# distribution of this software and related documentation without an express
# license agreement from NVIDIA CORPORATION is strictly prohibited.
**************************************************************************/
#include <donut/shaders/binding_helpers.hlsli>
Buffer<uint> t_Source : register(t0);
RWTexture2D<float> u_Dest : register(u0);
struct Constants {
float scale;
};
VK_PUSH_CONSTANT ConstantBuffer<Constants> g_Const : register(b0);
// Converts the exposure (adapted luminance) value computed by Donut's ToneMappingPass
// into a texture consumable by DLSS.
[numthreads(1, 1, 1)]
void main()
{
float adaptedLuminance = asfloat(t_Source[0]);
float exposure = 1.0;
if (adaptedLuminance > 0)
{
// Use the conversion suggested in the DLSS Programming Guide,
// section 3.9 "Exposure Parameter"
const float midGray = 0.18;
exposure = midGray / (adaptedLuminance * (1.0 - midGray));
}
exposure *= g_Const.scale;
u_Dest[int2(0, 0)] = exposure;
}