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Color Control
Shader Study
์–ด๋–ป๊ฒŒ ํ•˜๋ฉด ํฐ ๋น„์šฉ ์—†์ด ๊ทธ๋ž˜ํ”ฝ์„ ์ข‹๊ฒŒ ๋งŒ๋“ค ์ˆ˜ ์žˆ์„๊นŒ?
์‹œ์ž‘
์ถœ๋ ฅ๋˜๋Š” ํ™”๋ฉด์„ ๊ฒฐ์ •ํ•˜๋Š” ๊ฒƒ์€
Lighting, Shadow, Post-Correction
ํ™”๋ฉด
4
Unity Color3
http://insidious.pt/demos/color3/
5
UDK
์–ธ๋ฆฌ์–ผ์˜ ๊ฒฝ์šฐ
6
๊ณ ๋ฏผ
์š”์ฆ˜ ์—”์ง„๋“ค์—๋Š” ๊ธฐ๋ณธ์ ์œผ๋กœ ๋“ค์–ด๊ฐ€ ์žˆ๋Š” ๊ธฐ๋Šฅ
๊ทธ๋Ÿฌ๋‚˜ ์—”์ง„ ์•ˆ ์“ฐ๋ฉดโ€ฆ
๋‹น์—ฐํžˆ ๋ˆ„๊ฐ€ ๋งŒ๋“ค์–ด์ฃผ๊ธฐ ์ „๊นŒ์ง€๋Š” ์—†์Œโ€ฆ
Color Correcting?
Color Grading?
๋‘๊ฐ€์ง€ ์šฉ์–ด๊ฐ€ ๋น„์Šทํ•˜๊ฒŒ ์‚ฌ์šฉ ์ฐจ์ด๋Š” ์—†๋Š”๊ฐ€?
๋“ค์–ด๊ฐ€๋ฉฐ
Color Correction ์ด๋ž€ ๋ง์€
์ผ๋ฐ˜์ ์œผ๋กœ ํ™”์ดํŠธ ๋ฐธ๋Ÿฐ์Šค๋ฅผ ๋ฐ”๋กœ ์žก๋Š”๋‹ค๋Š” ์˜๋ฏธ๋กœ ์‚ฌ์šฉ
์ผ์ข…์˜ ์ƒ‰๋ณด์ •
โ€˜์ƒ‰์กฐ๋ฅผ ์ผ๊ด€๋˜๊ฒŒ ๋งŒ๋“œ๋Š” ๊ณผ์ •โ€™
Color Correction
Color Grading์€
์ปจ์…‰์— ๋งž๊ฒŒ
์ƒ‰์„ ๋งž์ถฐ๋‚˜๊ฐ€๋Š” ๊ฐœ๋…์„ ์ง€์นญ
โ€˜์ƒ‰์กฐ๋ฅผ ์ •์„œ์— ๋งž๊ฒŒ ๋งŒ๋“œ๋Š” ๊ณผ์ •โ€™
Color Grading
๊ฐœ๋…์ ์œผ๋กœ๋Š” ์„œ๋กœ ๋‹ค๋ฅด์ง€๋งŒ
๊ธฐ์ˆ ์ ์œผ๋กœ๋Š” ๋น„์Šท
๋””ํ“จ์ฆˆ๊นŒ์ง€ ๋ฐ˜์˜๋œ ์ตœ์ข… ํ”ฝ์…€ ๊ฐ’์„ ์กฐ์ •ํ•˜๊ฑฐ๋‚˜,
๋งคํ•‘ํ•ด์„œ ๋ณด์—ฌ์ฃผ๋ฉด ๋
์ •๋ฆฌ
๋…ธ์ถœ๊ฐ’ ์กฐ์ ˆ
outPixel =
(pow(((inPixel * 255.0) - inBlack) / (inWhite - inBlack),
inGamma) * (outWhite - outBlack) + outBlack) / 255.0;
Level
ํฌํ† ์ƒต์˜ ์ปค๋ธŒ๋ฅผ ์ด์šฉ, ํ˜น์€ ๊ทธ๋ผ๋ฐ์ด์…˜์„ ๋งŒ๋“ค์–ด ์ ์šฉ
float3 InColor = tex2D (inSampler, IN.UV) XYZ;.
Float3 OutColor;
OutColor.r = tex1D (ColorCorrMap, InColor.r) R;
OutColor.g = tex1D (ColorCorrMap, InColor.g) G;
OutColor.b = tex1D (ColorCorrMap, InColor.b) B;
Curves
Luminanace ๊ฐ’
{0.222, 0.707, 0.071} ์€ ๊ตญ์ œ ์‚ฐ์—… ์ƒ‰์ƒ ํ‘œ์ค€
Float4 GrayScaleConversion( float4 InSceneColor )
{
float4 gray = dot(InSceneColor.xyz, luminace.xyz);
float4 Color = balance * lerp(gray, InSceneColor, saturation);
color.rgb *= fadeValue;
return color;
}
Grayscale Conversion
float3 CalcLut( sampler InLUT, float3 InColor )
{
// 256 x 16 LUT
float2 Offset = float2(0.5f / 256.0f, 0.5f / 16.0f);
float Scale = 15.0f / 16.0f;
float IntB = floor(InColor.b * 14.9999f) / 16.0f;
float FraceB = InColor.b * 15.0f โ€“ IntB * 16.0f
float U = IntB + InColor.r *Scale / 16.0f;
float V = InColor.g * Scale;
float3 RG0 = tex2D( InLUT, Offset + float2(U,V).rgb;
float3 RG1 = tex2D(InLUT, Offset + float2(U + 1.0f /
16.0f, V)).rgb;
Return lerp(RG0, RG1, FracB);
}
Unreal3
Unreal3 16x16x16 3d VolumeTexture
Float3 CalcLUT( sampler InLut, float3 InColor )
{
return tex3D( InLUT, InColor * 15.f / 16.f + 0.5f).rgb;
}
์ƒ‰์ƒ ์ฑ„๋„์„ ํ˜ผํ•ฉํ•ด ๋ชจ๋“  ํ”ฝ์…€์— ์ „์ฒด ๋งคํ•‘ ํ•˜๋Š” ๊ฒฝ์šฐ
float3 InColor = tex2D . (inSampler, IN.UV) XYZ, float3
OutColor = tex3D (colorSpaceSampler, inColor);
Unreal3, GpuGems
์ข€ ๋” ๊ธฐ๋Šฅ๋“ค์„ ์ œ๊ณตํ•˜๋ฉด ์‚ฌ์šฉํ•˜์ง€ ์•Š์„๊นŒโ€ฆ
ํฌํ† ์ƒต์—์„œ ์ง€์›ํ•˜๋Š” ๊ธฐ๋Šฅ๋“ค
Blend Mode
// Curves Shader
float2 g_fTexcoord;
float4 g_fColour;
uniform sampler2D texCurve;
vec4 curves(float4 inColor, sampler2D texCurve)
{
return float4(texture2D(texCurve, vec2(inColor.r, 0.5)).r,
texture2D(texCurve, vec2(inColor.g, 0.5)).g,
texture2D(texCurve, vec2(inColor.b, 0.5)).b, inColor.a);
}
void main()
{
float4 inColor = (g_fColour * texture2D(gm_BaseTexture, g_fTexcoord));
gl_FragColor = curves(inColor, texCurve);
}
๊ธฐ๋ณธ ์ด๋ฏธ์ง€์˜ ํœ˜๋„ ์ฆ๊ฐ€, ๋น› ํšจ๊ณผ์— ์œ ์šฉ
// Screen Shader
float2 g_fTexcoord;
float4 g_fColour;
uniform sampler2D texScreen;
void main()
{
float4 inColor = g_fColour * texture2D(gm_BaseTexture, g_fTexcoord);
float4 blend = texture2D(texScreen, g_fTexcoord);
float4 outColor = float4(1.0 - (1.0 - inColor.rgb) * (1.0 - blend.rgb), inColor.a);
gl_FragColor = mix(outColor, inColor, 1.0 - blend.a);
}
๊ธฐ๋ณธ ์ด๋ฏธ์ง€์˜ ๋ฐ๊ธฐ๋ฅผ ๋‚ฎ์ถ”๋Š” ํšจ๊ณผ, vignette effects์— ์œ ์šฉ
// Multiply Shader
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform sampler2D texMultiply;
void main()
{
vec4 inColor = v_vColour * texture2D(gm_BaseTexture, v_vTexcoord);
vec4 blend = texture2D(texMultiply, v_vTexcoord);
vec4 outColor = vec4(blend.rgb * inColor.rgb, inColor.a);
gl_FragColor = mix(outColor, inColor, 1.0 - blend.a);
}
์ƒ‰์ƒ ๋Œ€๋น„์ฆ๊ฐ€ ๋น›์ด ์—†๋Š” ์”ฌ ์œ ์šฉ
// Overlay Shader
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform sampler2D texOverlay;
void main()
{
vec4 inColor = v_vColour * texture2D(gm_BaseTexture,
v_vTexcoord);
vec4 outColor = vec4(0.0, 0.0, 0.0, inColor.a);
vec4 overlay = texture2D(texOverlay, v_vTexcoord);
if (inColor.r > 0.5)
outColor.r = (1.0 - (1.0 - 2.0 * (inColor.r - 0.5)) * (1.0
- overlay.r));
else
outColor.r = ((2.0 * inColor.r) * overlay.r);
if (inColor.g > 0.5)
outColor.g = (1.0 - (1.0 - 2.0 * (inColor.g - 0.5)) * (1.0
- overlay.g));
else
outColor.g = ((2.0 * inColor.g) * overlay.g);
if (inColor.b > 0.5)
outColor.b = (1.0 - (1.0 - 2.0 * (inColor.b - 0.5)) * (1.0
- overlay.b));
else
outColor.b = ((2.0 * inColor.b) * overlay.b);
gl_FragColor = mix(outColor, inColor,1.0 - overlay.a);
}
ํฌํ™”๋„(์ƒ‰์˜ ๊ฐ•๋„) ์กฐ์ ˆ, Point light์— ์œ ์šฉ
// Color Dodge Shader
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform sampler2D texColorDodge;
void main()
{
vec4 inColor = v_vColour * texture2D(gm_BaseTexture, v_vTexcoord);
vec4 blend = texture2D(texColorDodge, v_vTexcoord);
vec4 outColor = vec4(inColor.rgb / (1.0 - blend.rgb), inColor.a);
gl_FragColor = mix(outColor, inColor, 1.0 - blend.a);
}
์ฑ„๋„๋ฅผ ์กฐ์ ˆ
// Color Burn Shader
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform sampler2D texColorBurn;
void main()
{
vec4 inColor = v_vColour * texture2D(gm_BaseTexture, v_vTexcoord);
vec4 blend = texture2D(texColorBurn, v_vTexcoord);
vec4 outColor = vec4(1.0 - (1.0 - inColor.rgb) / blend.rgb, inColor.a);
gl_FragColor = mix(outColor, inColor, 1.0 - blend.a);
}
Multipuly์˜ ๋ฐ˜๋Œ€๋กœ ํ™”์ƒ์„ ๋ฐ๊ฒŒ, ๊ฟˆ๊พธ๋Š”๋“ฏํ•œ ํšจ๊ณผ
// Divide Shader
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform sampler2D texDivide;
void main()
{
vec4 inColor = v_vColour * texture2D(gm_BaseTexture, v_vTexcoord);
vec4 blend = texture2D(texDivide, v_vTexcoord);
vec4 outColor = vec4(inColor.rgb / blend.rgb, inColor.a);
gl_FragColor = mix(outColor, inColor, 1.0 - blend.a);
}
์ด๋ฏธ์ง€๋ฅผ ๋ฐ˜์ „, ํฌํƒˆ?
// Exclusion Shader
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform sampler2D texExclusion;
void main()
{
vec4 inColor = v_vColour * texture2D(gm_BaseTexture, v_vTexcoord);
vec4 blend = texture2D(texExclusion, v_vTexcoord);
vec4 outColor = vec4((abs(inColor - blend)).rgb,inColor.a);
gl_FragColor = mix(outColor, inColor, 1.0 - blend.a);
}
๊ตฌํ˜„์€ ๊ทธ๋ ‡๋‹ค์ณ๋„ ์‚ฌ์šฉํ•˜๋ ค๋ฉด ํˆด์—์„œ ์กฐ์ ˆ ๊ฐ€๋Šฅํ•ด์•ผ ํ•œ๋‹ค
Tool
์ฒ˜์Œ์—” ์ด๊ฑธ ์ƒ๊ฐ
๊ทธ๋Ÿฌ๋‚˜ ์ดํ›„ ๋“œ๋Š” ์ƒ๊ฐ์€ ๋ˆ„๊ฐ€ ์ด๊ฑธ ๋งŒ๋“ค์–ด?
http://www.slideshare.net/noerror/07visual-shader-
editor?qid=b3a04c6d-70a3-4363-9574-
976b739f9a01&v=default&b=&from_search=1
Visual Shader Editor
์–ด์ฐจํ”ผ ์‰์ด๋” ์ง€์›๋„ ์—†์œผ๋‹ˆ ๋‚ด ๋ง˜๋Œ€๋กœ
http://www.youtube.com/watch?v=utaMQFuwNHw&hl=ko
Tool
ํ•˜๋‚˜์˜ Shader๋กœ ๋ชจ๋“  ๊ธฐ๋Šฅ ๊ตฌํ˜„
์ „์ฒ˜๋ฆฌ๊ธฐ๋ฅผ ์ด์šฉํ•ด Shader ์ปจํŠธ๋กค
Define๋œ ๋ช…๋ น์„ ์ด์šฉํ•ด on/off
Uber Shader
์ž˜ ์ง€ํ‚ค๋ฉด์„œ ๋งŒ๋“ค ์ˆ˜ ์žˆ์„์ง€๋Š” ๋ฏธ์ง€์ˆ˜
Uber Shader
Test
์‹œํ—˜ ์‚ผ์•„ ์ ์šฉ
๋ญ”๊ฐ€ ๊น”๋”ํ•˜๊ฒŒ ์ƒ‰์ƒ์ด ๋ฝ‘ํžˆ๋Š”๊ฒŒ ์•„๋‹Œ๊ฒƒ ๊ฐ™์€๋ฐโ€ฆ
๊ฐ๋งˆ
ํ…์Šค์ณ ๊ฐ€์ ธ์˜ฌ๋•Œ ๋ณด์ •
float3 diffuseCol = pow( tex2D( diffTex, texCoord ), 2.2 );
์ตœ์ข… ์นผ๋ผ ๋ฆฌํ„ด ๋ณด์ •
return float4( pow(finalCol, 1.0 / 2.2), pixelAlpha);
ํ•˜๋“œ์›จ์–ด ์‚ฌ์šฉ์‹œ ์˜ต์…˜
Texture : D3DSAMP_SRGBTEXTURE
RenderTarget write: D3DRS_SRGBWRITEENABLE
์ดํ›„๋Š” ๋‹ค์Œ์—โ€ฆ
ํƒ€์ž„์˜ค๋ฒ„
Color Control
http://http.developer.nvidia.com/GPUGems/gpugems_ch22.html
Conversion Color Space & Filtering
http://www.slideshare.net/cagetu/928501785227148871
์œ ๋‹ˆํ‹ฐ ๋ผ์ดํŒ…์ด ์•ˆ์ด๋ป์š”. ๋”ฑ๋”ฑํ•˜๊ณ  ์ž…์ฒด๊ฐ์ด ์—†์–ด์š”. ์–ด๋–ป๊ฒŒํ•ด์•ผํ•˜๋‚˜์š”?
http://www.gamedevforever.com/303
Shader Driven
http://www.slideshare.net/cagetu/341130386455014679
์ฐธ๊ณ 

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