![]() ![]() ![]() I should have made that clear.oops again. As a matter of fact it is the higher order types from your pixel shader pack that give me issues. ![]() Wow, I know enough just to make myself look like an idiot. For that one changing the previous comparison to "CValue <= 0." would suffice though. Third, some parts could improve by using shuffle masks, such as: "mValue.rrr" or just "mValue" instead of "float3(mValue,mValue,mValue)" and "ColorVibrance(c0.xyz,vibrance).rgbb" instead of "float4(ColorVibrance(c0.xyz,vibrance),1.0)".įourth, why did you use "0.00001f" instead of a true floating-point epsilon? On top of that, why did you use such a small value at all? The only reason I can see is because "hsl.y = CValue/tempf " could possibly do a division by zero. Other than some anti-aliasing methods that have to deal with the spatial problems of multi-sampling pixels into one output, I've never seen valid reasons to actively saturate colors. Secondly, for what reason is saturation used? Various rendering stages for video playback and other HDR imaging produce valid output beyond the 0 minimum and 1 maximum. Single precision is the default, and double precision takes an 'l' or 'L' suffix. A quick glance shows some minor things to possibly improve, though.įirst of all, unlike C, HLSL does not take 'F' or 'f' as a suffix for single precision. Mhourousha, this shader does seem interesting. Letting external shaders do such a task is required when you set "Disable Initial Color Mixing Stages" for the renderer (which does give a lot of control over that stage, with nearly ideal efficiency). By default, the renderer I wrote takes good care of these steps in the quality mode. Gamma linearization is still important for Y'CbCr to R'G'B' to RGB to XYZ stages. I can certainly mix the sharpen complex~ and the luma-type unsharp mask shaders, they pretty much act on the pixels in a similar fashion anyway. If you do need them, which of the current types in the renderer do you like? The higher-order types from the pixel shader pack are somewhat faulty. For the performance mode, the default mixer up-sampling is used and for nVidia GPUs the chroma up-sampling can't be overridden unless you take out the VMR-9 or EVR mixer. XRyche, do you actually need the chroma up-sampling shaders? They only work on AMD/ATi and Intel GPUs in the quality mode. Return float4(ColorVibrance(c0.xyz,vibrance),1.0) Return float3(mValue,mValue,mValue)+float3(CValue2,CValue2,CValue2)*BaseColor įloat4 main(float2 tex : TEXCOORD0):Color0 -Boost pixel's Saturation base on its original Saturationįloat3 BaseColor = float3(0.0f,0.0f,0.0f) I prefer your Video renderer/w Y'CbCr shaders over a certain other extremely popular renderer simply for this fact.įloat3 ColorVibrance(float3 rgb,float vibrance) Colours are much more subtle and not as harsh when using RGB at least to me. While I have your attention, would there be any perceivable benefit in 4:4:4 Chroma Up-Sampling and if there was would you be willing to write a Y'CbCr shader for it? I've taken a really strong appreciation for your Y'CbCr shaders compared to RGB. I tried raising the GammaCompensation value but that seems to have a negative impact on the denoising and sharpening effects. ![]() I just don't like the Linear Gamma shaders because I get massive artifacts when denoiseing and I can see the outlines for the sharpening (I'm probably doing something wrong). I've used your linear gamma shaders before using only 1 or 2 radial layered sharpening with 1200p and that seem to work for me. What I think I'm looking for is your "r=?, sharpen complex, deband, ? denoise and color controls for SD&HD video input for Y'CbCr" shader using only 1 or 2 radial layered sharpening functions. Have never found a need for them with your shaders. I don't really use post-resize shaders often. If you mean the order of shaders I use (they are all yours btw ) they are as follows and in the following order Pre-resize: RGB to Y'CbCr floating point, 4:2:0 to 4:2:2 Chroma Up-sampling, 4:2:2 Spline5 Chroma Up-Sampling floating point for Y'CbCr, one of your r=?, sharpen complex, deband, ? denoise and color controls for SD&HD video input, and lastly unsharp luma mask for SD&HD video (the black border compensation is very very nice ). I'm not that tech-savy or a video-phile so I am not quite sure what you're asking. ![]()
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