A game about forced loneliness, made by TACStudios
1#ifndef UNITY_PHYSICAL_CAMERA_INCLUDED
2#define UNITY_PHYSICAL_CAMERA_INCLUDED
3
4// Has to be kept in sync with ColorUtils.cs
5
6// References:
7// "Moving Frostbite to PBR" (Sebastien Lagarde & Charles de Rousiers)
8// https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
9// "Implementing a Physically Based Camera" (Padraic Hennessy)
10// https://placeholderart.wordpress.com/2014/11/16/implementing-a-physically-based-camera-understanding-exposure/
11
12float ComputeEV100(float aperture, float shutterSpeed, float ISO)
13{
14 // EV number is defined as:
15 // 2^ EV_s = N^2 / t and EV_s = EV_100 + log2 (S /100)
16 // This gives
17 // EV_s = log2 (N^2 / t)
18 // EV_100 + log2 (S /100) = log2 (N^2 / t)
19 // EV_100 = log2 (N^2 / t) - log2 (S /100)
20 // EV_100 = log2 (N^2 / t . 100 / S)
21 return log2((aperture * aperture) / shutterSpeed * 100.0 / ISO);
22}
23
24float ComputeEV100FromAvgLuminance(float avgLuminance, float calibrationConstant)
25{
26 const float K = calibrationConstant;
27 return log2(avgLuminance * 100.0 / K);
28}
29
30float ComputeEV100FromAvgLuminance(float avgLuminance)
31{
32 // We later use the middle gray at 12.7% in order to have
33 // a middle gray at 18% with a sqrt(2) room for specular highlights
34 // But here we deal with the spot meter measuring the middle gray
35 // which is fixed at 12.5 for matching standard camera
36 // constructor settings (i.e. calibration constant K = 12.5)
37 // Reference: http://en.wikipedia.org/wiki/Film_speed
38 const float K = 12.5; // Reflected-light meter calibration constant
39 return ComputeEV100FromAvgLuminance(avgLuminance, K);
40}
41
42float ConvertEV100ToExposure(float EV100, float exposureScale)
43{
44 // Compute the maximum luminance possible with H_sbs sensitivity
45 // maxLum = 78 / ( S * q ) * N^2 / t
46 // = 78 / ( S * q ) * 2^ EV_100
47 // = 78 / (100 * s_LensAttenuation) * 2^ EV_100
48 // = exposureScale * 2^ EV
49 // Reference: http://en.wikipedia.org/wiki/Film_speed
50 float maxLuminance = exposureScale * pow(2.0, EV100);
51 return 1.0 / maxLuminance;
52}
53
54float ConvertEV100ToExposure(float EV100)
55{
56 const float exposureScale = 1.2;
57 return ConvertEV100ToExposure(EV100, exposureScale);
58}
59
60float ComputeISO(float aperture, float shutterSpeed, float targetEV100)
61{
62 // Compute the required ISO to reach the target EV100
63 return ((aperture * aperture) * 100.0) / (shutterSpeed * pow(2.0, targetEV100));
64}
65
66float ComputeLuminanceAdaptation(float previousLuminance, float currentLuminance, float speedDarkToLight, float speedLightToDark, float deltaTime)
67{
68 float delta = currentLuminance - previousLuminance;
69 float speed = delta > 0.0 ? speedDarkToLight : speedLightToDark;
70
71 // Exponential decay
72 return previousLuminance + delta * (1.0 - exp2(-deltaTime * speed));
73}
74
75#endif // UNITY_PHYSICAL_CAMERA_INCLUDED