[HLSL CODE] 3D LUT
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- *sensei*
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Re: [HLSL CODE] 3D LUT
Sweet, thank you.
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Re: [HLSL CODE] 3D LUT
I realize this is an old post, but I thought it nice to update it.
But before going on, thank you kingeric1992 for reading my original blurb, and then updating your original post with new code. Also, thank you TKTK for your original code, which I lightly modified for use in my own ENBs.
Now, here's a simple LUT code for day/night/interior that is light on modifications, and doesn't require helper functions. I'll see about adding a dense-packed, neutral LUT at a later date. Meanwhile, if you're interested in seeing what you can do with a DNI set of 256x256 palettes, check out my tutorial.
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When customizing a LUT I noticed it would probably be better with a LUT for Day, Night, and Interior. Here's a simple way to do it (thanks, TKTK!):
In your textures section, add the following lines above texture2D texs7; -
Note that texture2D texs7; defaults to enbpalette.*, where * can be a BMP, TGA, or PNG file. The added files can also be set to BMP and PNG by changing the suffix to designate the appropriate file type.
Next, add the following lines to the sampler section -
Finally, buzz down to the ENB palette section, and replace the original code with this:
But before going on, thank you kingeric1992 for reading my original blurb, and then updating your original post with new code. Also, thank you TKTK for your original code, which I lightly modified for use in my own ENBs.
Now, here's a simple LUT code for day/night/interior that is light on modifications, and doesn't require helper functions. I'll see about adding a dense-packed, neutral LUT at a later date. Meanwhile, if you're interested in seeing what you can do with a DNI set of 256x256 palettes, check out my tutorial.
///======================////======================//
When customizing a LUT I noticed it would probably be better with a LUT for Day, Night, and Interior. Here's a simple way to do it (thanks, TKTK!):
In your textures section, add the following lines above texture2D texs7; -
Code: Select all
texture2D texs5 < string ResourceName="enbpalette__.tga"; >; // ENB interior palette (Added.)
texture2D texs6 < string ResourceName="enbpalette_.tga"; >; // ENB night palette (Added.)
Next, add the following lines to the sampler section -
Code: Select all
sampler2D _s5 = sampler_state
{
Texture = <texs5>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D _s6 = sampler_state
{
Texture = <texs6>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
Code: Select all
#ifdef E_CC_PALETTE
float3 CLuTD1; // CLuT for Days
float3 CLuTD2;
float3 CLuTN1; // CLuT for Nights
float3 CLuTN2;
float3 CLuTI1; // CLuT for Interiors
float3 CLuTI2;
float3 CLuTA1; // CLuT Averages
float3 CLuTA2;
float2 CLut_pSize = float2(0.00390625, 0.0625); // 1 / float2(256, 16);
color.rgb = saturate(color.rgb);
color.b *= 15;
float4 CLut_UV = 0;
CLut_UV.w = floor(color.b);
CLut_UV.xy = color.rg * 15 * CLut_pSize + 0.5 * CLut_pSize ;
CLut_UV.x += CLut_UV.w * CLut_pSize.y;
CLuTD1.rgb = tex2Dlod(_s7, CLut_UV.xyzz).rgb;
CLuTD2.rgb = tex2Dlod(_s7, CLut_UV.xyzz + float4(CLut_pSize.y, 0, 0, 0)).rgb;
CLuTN1.rgb = tex2Dlod(_s6, CLut_UV.xyzz).rgb;
CLuTN2.rgb = tex2Dlod(_s6, CLut_UV.xyzz + float4(CLut_pSize.y, 0, 0, 0)).rgb;
CLuTI1.rgb = tex2Dlod(_s5, CLut_UV.xyzz).rgb;
CLuTI2.rgb = tex2Dlod(_s5, CLut_UV.xyzz + float4(CLut_pSize.y, 0, 0, 0)).rgb;
CLuTA1.rgb = lerp( lerp(CLuTN1.rgb, CLuTD1.rgb, ENightDayFactor), CLuTI1.rgb, EInteriorFactor);
CLuTA2.rgb = lerp( lerp(CLuTN2.rgb, CLuTD2.rgb, ENightDayFactor), CLuTI2.rgb, EInteriorFactor);
color.rgb = lerp(CLuTA1.rgb, CLuTA2.rgb, color.b - CLut_UV.w);
#endif //E_CC_PALETTE
Last edited by Visitant on 09 Jun 2017, 21:23, edited 4 times in total.
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Re: [HLSL CODE] 3D LUT
I would like to say I figured out. It's not pretty since I'm not a coder but it works....lol
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- *blah-blah-blah maniac*
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Re: [HLSL CODE] 3D LUT
Where can I download a neutral LUT?
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- *blah-blah-blah maniac*
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Re: [HLSL CODE] 3D LUT
In my preset for SSE (in yours too), it's a "LUT_Preset5.png"
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Rudy ENB for Skyrim, Skyrim SE, for Fallout New Vegas, for Dragon's Dogma
English is not my native language.
AMD Ryzen 9 5900X, Gigabyte B550 AORUS PRO AC, Arctic Liquid Freezer II 280, Nvidia Geforce RTX 2070 Super, 64GB ram
Rudy ENB for Skyrim, Skyrim SE, for Fallout New Vegas, for Dragon's Dogma
English is not my native language.
AMD Ryzen 9 5900X, Gigabyte B550 AORUS PRO AC, Arctic Liquid Freezer II 280, Nvidia Geforce RTX 2070 Super, 64GB ram
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- *blah-blah-blah maniac*
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Re: [HLSL CODE] 3D LUT
Thank you Rudy! I've actually decided to try figure out how to make my own LUT in Unity so I don't have to use yours and rip you off! I have no idea how to do it yet and it seems complicated.
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Re: [HLSL CODE] 3D LUT
It's very easy in Photoshop or Gimp.
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- *master*
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Re: [HLSL CODE] 3D LUT
Its possible to change the color tone ingame by LUT edition ? For exemple, if I want to change the green from the grass to another kind of green. If its possible, which tool in Photoshop I need to use ???
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Intel i5 9400f ; NVIDIA RTX 3060 12gb VRAM; 16gb RAM; Windows 10
PhoenixVivid ENB for SSE / Phoenix Cinematic ENB for Fallout 4
Imaginarium ENB for SSE / Insanity ENB for Skyrim LE
NCW ENB for Fallout 4 / Somber Phantasy ENB for SSE
My Nexus Page