diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml
index acd959d7f7de..621f7389ccb3 100644
--- a/doc/classes/Environment.xml
+++ b/doc/classes/Environment.xml
@@ -397,6 +397,12 @@
Use the Academy Color Encoding System tonemapper. ACES is slightly more expensive than other options, but it handles bright lighting in a more realistic fashion by desaturating it as it becomes brighter. ACES typically has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] and [constant TONE_MAPPER_FILMIC].
[b]Note:[/b] This tonemapping operator is called "ACES Fitted" in Godot 3.x.
+
+ Use the AgX tonemapper. AgX is slightly more expensive than other options, but it handles bright lighting in a more realistic fashion by desaturating it as it becomes brighter. AgX is less likely to darken parts of the scene compared to [constant TONE_MAPPER_ACES], and can match [constant TONE_MAPPER_FILMIC] more closely with whitepoint values above [code]10.0[/code].
+
+
+ Use the AgX tonemapper with the "punchy" look. AgX is slightly more expensive than other options, but it handles bright lighting in a more realistic fashion by desaturating it as it becomes brighter. The punchy look increases contrast and saturation, bringing its visuals closer to [constant TONE_MAPPER_ACES].
+
Additive glow blending mode. Mostly used for particles, glows (bloom), lens flare, bright sources.
diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml
index 42a164bbeb74..e704f760f535 100644
--- a/doc/classes/RenderingServer.xml
+++ b/doc/classes/RenderingServer.xml
@@ -4879,6 +4879,12 @@
Use the Academy Color Encoding System tonemapper. ACES is slightly more expensive than other options, but it handles bright lighting in a more realistic fashion by desaturating it as it becomes brighter. ACES typically has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC].
[b]Note:[/b] This tonemapping operator is called "ACES Fitted" in Godot 3.x.
+
+ Use the AgX tonemapper. AgX is slightly more expensive than other options, but it handles bright lighting in a more realistic fashion by desaturating it as it becomes brighter. AgX is less likely to darken parts of the scene compared to [constant ENV_TONE_MAPPER_ACES], and can match [constant ENV_TONE_MAPPER_FILMIC] more closely with whitepoint values above [code]10.0[/code].
+
+
+ Use the AgX tonemapper with the "punchy" look. AgX is slightly more expensive than other options, but it handles bright lighting in a more realistic fashion by desaturating it as it becomes brighter. The punchy look increases contrast and saturation, bringing its visuals closer to [constant ENV_TONE_MAPPER_ACES].
+
Lowest quality of roughness filter for screen-space reflections. Rough materials will not have blurrier screen-space reflections compared to smooth (non-rough) materials. This is the fastest option.
diff --git a/drivers/gles3/shaders/tonemap_inc.glsl b/drivers/gles3/shaders/tonemap_inc.glsl
index f8f12760ece1..8b76fd0e3c21 100644
--- a/drivers/gles3/shaders/tonemap_inc.glsl
+++ b/drivers/gles3/shaders/tonemap_inc.glsl
@@ -39,6 +39,10 @@ vec3 apply_color_correction(vec3 color) {
#endif
#endif
+vec3 tonemap_reinhard(vec3 color, float p_white) {
+ return (p_white * color + color) / (color * p_white + p_white);
+}
+
vec3 tonemap_filmic(vec3 color, float p_white) {
// exposure bias: input scale (color *= bias, white *= bias) to make the brightness consistent with other tonemappers
// also useful to scale the input to the range that the tonemapper is designed for (some require very high input values)
@@ -88,8 +92,75 @@ vec3 tonemap_aces(vec3 color, float p_white) {
return color_tonemapped / p_white_tonemapped;
}
-vec3 tonemap_reinhard(vec3 color, float p_white) {
- return (p_white * color + color) / (color * p_white + p_white);
+// Mean error^2: 3.6705141e-06
+vec3 agx_default_contrast_approx(vec3 x) {
+ vec3 x2 = x * x;
+ vec3 x4 = x2 * x2;
+
+ return +15.5 * x4 * x2 - 40.14 * x4 * x + 31.96 * x4 - 6.868 * x2 * x + 0.4298 * x2 + 0.1191 * x - 0.00232;
+}
+
+vec3 agx(vec3 val, float white) {
+ const mat3 agx_mat = mat3(
+ 0.842479062253094, 0.0423282422610123, 0.0423756549057051,
+ 0.0784335999999992, 0.878468636469772, 0.0784336,
+ 0.0792237451477643, 0.0791661274605434, 0.879142973793104);
+
+ const float min_ev = -12.47393f;
+ float max_ev = log2(white);
+
+ // Input transform (inset).
+ val = agx_mat * val;
+
+ // Log2 space encoding.
+ val = clamp(log2(val), min_ev, max_ev);
+ val = (val - min_ev) / (max_ev - min_ev);
+
+ // Apply sigmoid function approximation.
+ val = agx_default_contrast_approx(val);
+
+ return val;
+}
+
+vec3 agx_eotf(vec3 val) {
+ const mat3 agx_mat_inv = mat3(
+ 1.19687900512017, -0.0528968517574562, -0.0529716355144438,
+ -0.0980208811401368, 1.15190312990417, -0.0980434501171241,
+ -0.0990297440797205, -0.0989611768448433, 1.15107367264116);
+
+ // Inverse input transform (outset).
+ val = agx_mat_inv * val;
+
+ // sRGB IEC 61966-2-1 2.2 Exponent Reference EOTF Display
+ // NOTE: We're linearizing the output here. Comment/adjust when
+ // *not* using a sRGB render target.
+ val = pow(val, vec3(2.2));
+
+ return val;
+}
+
+vec3 agx_look_punchy(vec3 val) {
+ const vec3 lw = vec3(0.2126, 0.7152, 0.0722);
+ float luma = dot(val, lw);
+
+ vec3 offset = vec3(0.0);
+ vec3 slope = vec3(1.0);
+ vec3 power = vec3(1.35, 1.35, 1.35);
+ float sat = 1.4;
+
+ // ASC CDL.
+ val = pow(val * slope + offset, power);
+ return luma + sat * (val - luma);
+}
+
+// Adapted from https://iolite-engine.com/blog_posts/minimal_agx_implementation
+vec3 tonemap_agx(vec3 color, float white, bool punchy) {
+ color = agx(color, white);
+ if (punchy) {
+ color = agx_look_punchy(color);
+ }
+ color = agx_eotf(color);
+ return color;
}
// This expects 0-1 range input.
@@ -111,6 +182,8 @@ vec3 srgb_to_linear(vec3 color) {
#define TONEMAPPER_REINHARD 1
#define TONEMAPPER_FILMIC 2
#define TONEMAPPER_ACES 3
+#define TONEMAPPER_AGX 4
+#define TONEMAPPER_AGX_PUNCHY 5
vec3 apply_tonemapping(vec3 color, float p_white) { // inputs are LINEAR, always outputs clamped [0;1] color
// Ensure color values passed to tonemappers are positive.
@@ -121,7 +194,11 @@ vec3 apply_tonemapping(vec3 color, float p_white) { // inputs are LINEAR, always
return tonemap_reinhard(max(vec3(0.0f), color), p_white);
} else if (tonemapper == TONEMAPPER_FILMIC) {
return tonemap_filmic(max(vec3(0.0f), color), p_white);
- } else { // TONEMAPPER_ACES
+ } else if (tonemapper == TONEMAPPER_ACES) {
return tonemap_aces(max(vec3(0.0f), color), p_white);
+ } else if (tonemapper == TONEMAPPER_AGX) {
+ return tonemap_agx(max(vec3(0.0f), color), p_white, false);
+ } else { // TONEMAPPER_AGX_PUNCHY
+ return tonemap_agx(max(vec3(0.0f), color), p_white, true);
}
}
diff --git a/scene/resources/environment.cpp b/scene/resources/environment.cpp
index b936c2decf85..fad1fdc680fe 100644
--- a/scene/resources/environment.cpp
+++ b/scene/resources/environment.cpp
@@ -1206,7 +1206,7 @@ void Environment::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_tonemap_white"), &Environment::get_tonemap_white);
ADD_GROUP("Tonemap", "tonemap_");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "tonemap_mode", PROPERTY_HINT_ENUM, "Linear,Reinhard,Filmic,ACES"), "set_tonemapper", "get_tonemapper");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "tonemap_mode", PROPERTY_HINT_ENUM, "Linear,Reinhard,Filmic,ACES,AgX,AgX Punchy"), "set_tonemapper", "get_tonemapper");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "tonemap_exposure", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_tonemap_exposure", "get_tonemap_exposure");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "tonemap_white", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_tonemap_white", "get_tonemap_white");
@@ -1497,6 +1497,8 @@ void Environment::_bind_methods() {
BIND_ENUM_CONSTANT(TONE_MAPPER_REINHARDT);
BIND_ENUM_CONSTANT(TONE_MAPPER_FILMIC);
BIND_ENUM_CONSTANT(TONE_MAPPER_ACES);
+ BIND_ENUM_CONSTANT(TONE_MAPPER_AGX);
+ BIND_ENUM_CONSTANT(TONE_MAPPER_AGX_PUNCHY);
BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_ADDITIVE);
BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_SCREEN);
diff --git a/scene/resources/environment.h b/scene/resources/environment.h
index b01c328b50fd..b489729a6380 100644
--- a/scene/resources/environment.h
+++ b/scene/resources/environment.h
@@ -67,6 +67,8 @@ class Environment : public Resource {
TONE_MAPPER_REINHARDT,
TONE_MAPPER_FILMIC,
TONE_MAPPER_ACES,
+ TONE_MAPPER_AGX,
+ TONE_MAPPER_AGX_PUNCHY,
};
enum SDFGIYScale {
diff --git a/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl b/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl
index 33ec9911074b..2b4f62d8051a 100644
--- a/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl
@@ -194,6 +194,10 @@ vec4 texture2D_bicubic(sampler2D tex, vec2 uv, int p_lod) {
#endif // !USE_GLOW_FILTER_BICUBIC
+vec3 tonemap_reinhard(vec3 color, float white) {
+ return (white * color + color) / (color * white + white);
+}
+
vec3 tonemap_filmic(vec3 color, float white) {
// exposure bias: input scale (color *= bias, white *= bias) to make the brightness consistent with other tonemappers
// also useful to scale the input to the range that the tonemapper is designed for (some require very high input values)
@@ -243,8 +247,75 @@ vec3 tonemap_aces(vec3 color, float white) {
return color_tonemapped / white_tonemapped;
}
-vec3 tonemap_reinhard(vec3 color, float white) {
- return (white * color + color) / (color * white + white);
+// Mean error^2: 3.6705141e-06
+vec3 agx_default_contrast_approx(vec3 x) {
+ vec3 x2 = x * x;
+ vec3 x4 = x2 * x2;
+
+ return +15.5 * x4 * x2 - 40.14 * x4 * x + 31.96 * x4 - 6.868 * x2 * x + 0.4298 * x2 + 0.1191 * x - 0.00232;
+}
+
+vec3 agx(vec3 val, float white) {
+ const mat3 agx_mat = mat3(
+ 0.842479062253094, 0.0423282422610123, 0.0423756549057051,
+ 0.0784335999999992, 0.878468636469772, 0.0784336,
+ 0.0792237451477643, 0.0791661274605434, 0.879142973793104);
+
+ const float min_ev = -12.47393f;
+ float max_ev = log2(white);
+
+ // Input transform (inset).
+ val = agx_mat * val;
+
+ // Log2 space encoding.
+ val = clamp(log2(val), min_ev, max_ev);
+ val = (val - min_ev) / (max_ev - min_ev);
+
+ // Apply sigmoid function approximation.
+ val = agx_default_contrast_approx(val);
+
+ return val;
+}
+
+vec3 agx_eotf(vec3 val) {
+ const mat3 agx_mat_inv = mat3(
+ 1.19687900512017, -0.0528968517574562, -0.0529716355144438,
+ -0.0980208811401368, 1.15190312990417, -0.0980434501171241,
+ -0.0990297440797205, -0.0989611768448433, 1.15107367264116);
+
+ // Inverse input transform (outset).
+ val = agx_mat_inv * val;
+
+ // sRGB IEC 61966-2-1 2.2 Exponent Reference EOTF Display
+ // NOTE: We're linearizing the output here. Comment/adjust when
+ // *not* using a sRGB render target.
+ val = pow(val, vec3(2.2));
+
+ return val;
+}
+
+vec3 agx_look_punchy(vec3 val) {
+ const vec3 lw = vec3(0.2126, 0.7152, 0.0722);
+ float luma = dot(val, lw);
+
+ vec3 offset = vec3(0.0);
+ vec3 slope = vec3(1.0);
+ vec3 power = vec3(1.35, 1.35, 1.35);
+ float sat = 1.4;
+
+ // ASC CDL.
+ val = pow(val * slope + offset, power);
+ return luma + sat * (val - luma);
+}
+
+// Adapted from https://iolite-engine.com/blog_posts/minimal_agx_implementation
+vec3 tonemap_agx(vec3 color, float white, bool punchy) {
+ color = agx(color, white);
+ if (punchy) {
+ color = agx_look_punchy(color);
+ }
+ color = agx_eotf(color);
+ return color;
}
vec3 linear_to_srgb(vec3 color) {
@@ -258,6 +329,8 @@ vec3 linear_to_srgb(vec3 color) {
#define TONEMAPPER_REINHARD 1
#define TONEMAPPER_FILMIC 2
#define TONEMAPPER_ACES 3
+#define TONEMAPPER_AGX 4
+#define TONEMAPPER_AGX_PUNCHY 5
vec3 apply_tonemapping(vec3 color, float white) { // inputs are LINEAR, always outputs clamped [0;1] color
// Ensure color values passed to tonemappers are positive.
@@ -268,8 +341,12 @@ vec3 apply_tonemapping(vec3 color, float white) { // inputs are LINEAR, always o
return tonemap_reinhard(max(vec3(0.0f), color), white);
} else if (params.tonemapper == TONEMAPPER_FILMIC) {
return tonemap_filmic(max(vec3(0.0f), color), white);
- } else { // TONEMAPPER_ACES
+ } else if (params.tonemapper == TONEMAPPER_ACES) {
return tonemap_aces(max(vec3(0.0f), color), white);
+ } else if (params.tonemapper == TONEMAPPER_AGX) {
+ return tonemap_agx(max(vec3(0.0f), color), white, false);
+ } else { // TONEMAPPER_AGX_PUNCHY
+ return tonemap_agx(max(vec3(0.0f), color), white, true);
}
}
diff --git a/servers/rendering_server.cpp b/servers/rendering_server.cpp
index 27e677bce03d..0e2ab26cba39 100644
--- a/servers/rendering_server.cpp
+++ b/servers/rendering_server.cpp
@@ -2987,6 +2987,8 @@ void RenderingServer::_bind_methods() {
BIND_ENUM_CONSTANT(ENV_TONE_MAPPER_REINHARD);
BIND_ENUM_CONSTANT(ENV_TONE_MAPPER_FILMIC);
BIND_ENUM_CONSTANT(ENV_TONE_MAPPER_ACES);
+ BIND_ENUM_CONSTANT(ENV_TONE_MAPPER_AGX);
+ BIND_ENUM_CONSTANT(ENV_TONE_MAPPER_AGX_PUNCHY);
BIND_ENUM_CONSTANT(ENV_SSR_ROUGHNESS_QUALITY_DISABLED);
BIND_ENUM_CONSTANT(ENV_SSR_ROUGHNESS_QUALITY_LOW);
diff --git a/servers/rendering_server.h b/servers/rendering_server.h
index 958c21f893b7..1c29eb65298f 100644
--- a/servers/rendering_server.h
+++ b/servers/rendering_server.h
@@ -1086,7 +1086,9 @@ class RenderingServer : public Object {
ENV_TONE_MAPPER_LINEAR,
ENV_TONE_MAPPER_REINHARD,
ENV_TONE_MAPPER_FILMIC,
- ENV_TONE_MAPPER_ACES
+ ENV_TONE_MAPPER_ACES,
+ ENV_TONE_MAPPER_AGX,
+ ENV_TONE_MAPPER_AGX_PUNCHY,
};
virtual void environment_set_tonemap(RID p_env, EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white) = 0;