// $MinimumShaderProfile: ps_4_0 /* --- Settings --- */ // -- Sharpening -- #define sharp_strength 1.25 //[0.10 to 3.00] Strength of the sharpening #define sharp_clamp 0.035 //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035 // -- Advanced sharpening settings -- #define pattern 2 //[1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped. #define offset_bias 1.0 //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern. //I designed the pattern for offset_bias 1.0, but feel free to experiment. // -- Debug sharpening settings -- #define show_sharpen 0 //[0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better) Texture2D tex : register(t0); SamplerState samp : register(s0); cbuffer PS_CONSTANTS : register(b0) { float px; float py; float2 wh; uint counter; float clock; }; /* --- Main code --- */ /* _____________________ LumaSharpen 1.4.1 (ps_4_0) _____________________ by Christian Cann Schuldt Jensen ~ CeeJay.dk It blurs the original pixel with the surrounding pixels and then subtracts this blur to sharpen the image. It does this in luma to avoid color artifacts and allows limiting the maximum sharpning to avoid or lessen halo artifacts. This is similar to using Unsharp Mask in Photoshop. Compiles with 4.0 */ /*-----------------------------------------------------------. / Developer settings / '-----------------------------------------------------------*/ #define CoefLuma float3(0.2126, 0.7152, 0.0722) // BT.709 & sRBG luma coefficient (Monitors and HD Television) //#define CoefLuma float3(0.299, 0.587, 0.114) // BT.601 luma coefficient (SD Television) //#define CoefLuma float3(1.0/3.0, 1.0/3.0, 1.0/3.0) // Equal weight coefficient /*-----------------------------------------------------------. / Main code / '-----------------------------------------------------------*/ float4 LumaSharpenPass(float4 inputcolor, float2 coord) { // -- Get the original pixel -- float3 ori = tex.Sample(samp, coord).rgb; // ori = original pixel // -- Combining the strength and luma multipliers -- float3 sharp_strength_luma = (CoefLuma * sharp_strength); //I'll be combining even more multipliers with it later on /*-----------------------------------------------------------. / Sampling patterns / '-----------------------------------------------------------*/ // [ NW, , NE ] Each texture lookup (except ori) // [ ,ori, ] samples 4 pixels // [ SW, , SE ] // -- Pattern 1 -- A (fast) 7 tap gaussian using only 2+1 texture fetches. #if pattern == 1 // -- Gaussian filter -- // [ 1/9, 2/9, ] [ 1 , 2 , ] // [ 2/9, 8/9, 2/9] = [ 2 , 8 , 2 ] // [ , 2/9, 1/9] [ , 2 , 1 ] float3 blur_ori = tex.Sample(samp, coord + (float2(px,py) / 3.0) * offset_bias).rgb; // North West blur_ori += tex.Sample(samp, coord + (float2(-px,-py) / 3.0) * offset_bias).rgb; // South East //blur_ori += tex.Sample(samp, coord + float2(px,py) / 3.0 * offset_bias); // North East //blur_ori += tex.Sample(samp, coord + float2(-px,-py) / 3.0 * offset_bias); // South West blur_ori /= 2; //Divide by the number of texture fetches sharp_strength_luma *= 1.5; // Adjust strength to aproximate the strength of pattern 2 #endif // -- Pattern 2 -- A 9 tap gaussian using 4+1 texture fetches. #if pattern == 2 // -- Gaussian filter -- // [ .25, .50, .25] [ 1 , 2 , 1 ] // [ .50, 1, .50] = [ 2 , 4 , 2 ] // [ .25, .50, .25] [ 1 , 2 , 1 ] float3 blur_ori = tex.Sample(samp, coord + float2(px,-py) * 0.5 * offset_bias).rgb; // South East blur_ori += tex.Sample(samp, coord + float2(-px,-py) * 0.5 * offset_bias).rgb; // South West blur_ori += tex.Sample(samp, coord + float2(px,py) * 0.5 * offset_bias).rgb; // North East blur_ori += tex.Sample(samp, coord + float2(-px,py) * 0.5 * offset_bias).rgb; // North West blur_ori *= 0.25; // ( /= 4) Divide by the number of texture fetches #endif // -- Pattern 3 -- An experimental 17 tap gaussian using 4+1 texture fetches. #if pattern == 3 // -- Gaussian filter -- // [ , 4 , 6 , , ] // [ ,16 ,24 ,16 , 4 ] // [ 6 ,24 , ,24 , 6 ] // [ 4 ,16 ,24 ,16 , ] // [ , , 6 , 4 , ] float3 blur_ori = tex.Sample(samp, coord + float2(0.4*px,-1.2*py)* offset_bias).rgb; // South South East blur_ori += tex.Sample(samp, coord + float2(-1.2*px,-0.4*py) * offset_bias).rgb; // West South West blur_ori += tex.Sample(samp, coord + float2(1.2*px,0.4*py) * offset_bias).rgb; // East North East blur_ori += tex.Sample(samp, coord + float2(-0.4*px,1.2*py) * offset_bias).rgb; // North North West blur_ori *= 0.25; // ( /= 4) Divide by the number of texture fetches sharp_strength_luma *= 0.51; #endif // -- Pattern 4 -- A 9 tap high pass (pyramid filter) using 4+1 texture fetches. #if pattern == 4 // -- Gaussian filter -- // [ .50, .50, .50] [ 1 , 1 , 1 ] // [ .50, , .50] = [ 1 , , 1 ] // [ .50, .50, .50] [ 1 , 1 , 1 ] float3 blur_ori = tex.Sample(samp, coord + float2(0.5 * px,-py * offset_bias)).rgb; // South South East blur_ori += tex.Sample(samp, coord + float2(offset_bias * -px,0.5 * -py)).rgb; // West South West blur_ori += tex.Sample(samp, coord + float2(offset_bias * px,0.5 * py)).rgb; // East North East blur_ori += tex.Sample(samp, coord + float2(0.5 * -px,py * offset_bias)).rgb; // North North West //blur_ori += (2 * ori); // Probably not needed. Only serves to lessen the effect. blur_ori /= 4.0; //Divide by the number of texture fetches sharp_strength_luma *= 0.666; // Adjust strength to aproximate the strength of pattern 2 #endif // -- Pattern 8 -- A (slower) 9 tap gaussian using 9 texture fetches. #if pattern == 8 // -- Gaussian filter -- // [ 1 , 2 , 1 ] // [ 2 , 4 , 2 ] // [ 1 , 2 , 1 ] half3 blur_ori = tex.Sample(samp, coord + float2(-px,py) * offset_bias).rgb; // North West blur_ori += tex.Sample(samp, coord + float2(px,-py) * offset_bias).rgb; // South East blur_ori += tex.Sample(samp, coord + float2(-px,-py) * offset_bias).rgb; // South West blur_ori += tex.Sample(samp, coord + float2(px,py) * offset_bias).rgb; // North East half3 blur_ori2 = tex.Sample(samp, coord + float2(0,py) * offset_bias).rgb; // North blur_ori2 += tex.Sample(samp, coord + float2(0,-py) * offset_bias).rgb; // South blur_ori2 += tex.Sample(samp, coord + float2(-px,0) * offset_bias).rgb; // West blur_ori2 += tex.Sample(samp, coord + float2(px,0) * offset_bias).rgb; // East blur_ori2 *= 2.0; blur_ori += blur_ori2; blur_ori += (ori * 4); // Probably not needed. Only serves to lessen the effect. // dot()s with gaussian strengths here? blur_ori /= 16.0; //Divide by the number of texture fetches //sharp_strength_luma *= 0.75; // Adjust strength to aproximate the strength of pattern 2 #endif // -- Pattern 9 -- A (slower) 9 tap high pass using 9 texture fetches. #if pattern == 9 // -- Gaussian filter -- // [ 1 , 1 , 1 ] // [ 1 , 1 , 1 ] // [ 1 , 1 , 1 ] float3 blur_ori = tex.Sample(samp, coord + float2(-px,py) * offset_bias).rgb; // North West blur_ori += tex.Sample(samp, coord + float2(px,-py) * offset_bias).rgb; // South East blur_ori += tex.Sample(samp, coord + float2(-px,-py) * offset_bias).rgb; // South West blur_ori += tex.Sample(samp, coord + float2(px,py) * offset_bias).rgb; // North East blur_ori += ori.rgb; // Probably not needed. Only serves to lessen the effect. blur_ori += tex.Sample(samp, coord + float2(0,py) * offset_bias).rgb; // North blur_ori += tex.Sample(samp, coord + float2(0,-py) * offset_bias).rgb; // South blur_ori += tex.Sample(samp, coord + float2(-px,0) * offset_bias).rgb; // West blur_ori += tex.Sample(samp, coord + float2(px,0) * offset_bias).rgb; // East blur_ori /= 9; //Divide by the number of texture fetches //sharp_strength_luma *= (8.0/9.0); // Adjust strength to aproximate the strength of pattern 2 #endif /*-----------------------------------------------------------. / Sharpen / '-----------------------------------------------------------*/ // -- Calculate the sharpening -- float3 sharp = ori - blur_ori; //Subtracting the blurred image from the original image #if 0 //New experimental limiter .. not yet finished float sharp_luma = dot(sharp, sharp_strength_luma); //Calculate the luma sharp_luma = (abs(sharp_luma)*8.0) * exp(1.0-(abs(sharp_luma)*8.0)) * sign(sharp_luma) / 16.0; //I should probably move the strength modifier here #elif 0 //SweetFX 1.4 code // -- Adjust strength of the sharpening -- float sharp_luma = dot(sharp, sharp_strength_luma); //Calculate the luma and adjust the strength // -- Clamping the maximum amount of sharpening to prevent halo artifacts -- sharp_luma = clamp(sharp_luma, -sharp_clamp, sharp_clamp); //TODO Try a curve function instead of a clamp #else //SweetFX 1.5.1 code // -- Adjust strength of the sharpening and clamp it-- float4 sharp_strength_luma_clamp = float4(sharp_strength_luma * (0.5 / sharp_clamp),0.5); //Roll part of the clamp into the dot //sharp_luma = saturate((0.5 / sharp_clamp) * sharp_luma + 0.5); //scale up and clamp float sharp_luma = saturate(dot(float4(sharp,1.0), sharp_strength_luma_clamp)); //Calculate the luma, adjust the strength, scale up and clamp sharp_luma = (sharp_clamp * 2.0) * sharp_luma - sharp_clamp; //scale down #endif // -- Combining the values to get the final sharpened pixel -- //float4 done = ori + sharp_luma; // Add the sharpening to the original. inputcolor.rgb = inputcolor.rgb + sharp_luma; // Add the sharpening to the input color. /*-----------------------------------------------------------. / Returning the output / '-----------------------------------------------------------*/ #if show_sharpen == 1 //inputcolor.rgb = abs(sharp * 4.0); inputcolor.rgb = saturate(0.5 + (sharp_luma * 4)).rrr; #endif return saturate(inputcolor); } /* --- Main --- */ float4 main(float4 pos : SV_POSITION, float2 coord : TEXCOORD) : SV_Target { float4 c0 = tex.Sample(samp, coord); c0 = LumaSharpenPass(c0, coord); return c0; }