/** * Deband shader by haasn * https://github.com/haasn/gentoo-conf/blob/xor/home/nand/.mpv/shaders/deband-pre.glsl * * Copyright (c) 2015 Niklas Haas * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. * * Modified and optimized for ReShade by JPulowski * https://reshade.me/forum/shader-presentation/768-deband * * Do not distribute without giving credit to the original author(s). * * 1.0 - Initial release * 1.1 - Replaced the algorithm with the one from MPV * 1.1a - Minor optimizations * - Removed unnecessary lines and replaced them with ReShadeFX intrinsic counterparts * 2.0 - Replaced "grain" with CeeJay.dk's ordered dithering algorithm and enabled it by default * - The configuration is now more simpler and straightforward * - Some minor code changes and optimizations * - Improved the algorithm and made it more robust by adding some of the madshi's * improvements to flash3kyuu_deband which should cause an increase in quality. Higher * iterations/ranges should now yield higher quality debanding without too much decrease * in quality. * - Changed licensing text and original source code URL * 3.0 - Replaced the entire banding detection algorithm with modified standard deviation and * Weber ratio analyses which give more accurate and error-free results compared to the * previous algorithm * - Added banding map debug view * - Added and redefined UI categories * - Added depth detection (credits to spiro) which should be useful when banding only * occurs in the sky texture for example * - Fixed a bug in random number generation which was causing artifacts on the upper left * side of the screen * - Dithering is now applied only when debanding a pixel as it should be which should * reduce the overall noise in the final texture * - Minor code optimizations * 3.1 - Switched to chroma-based analysis from luma-based analysis which was causing artifacts * under some scenarios * - Changed parts of the code which was causing compatibility issues on some renderers */ #include "ReShadeUI.fxh" #include "ReShade.fxh" uniform bool enable_weber < ui_category = "Banding analysis"; ui_label = "Weber ratio"; ui_tooltip = "Weber ratio analysis that calculates the ratio of the each local pixel's intensity to average background intensity of all the local pixels."; ui_type = "radio"; > = true; uniform bool enable_sdeviation < ui_category = "Banding analysis"; ui_label = "Standard deviation"; ui_tooltip = "Modified standard deviation analysis that calculates nearby pixels' intensity deviation from the current pixel instead of the mean."; ui_type = "radio"; > = true; uniform bool enable_depthbuffer < ui_category = "Banding analysis"; ui_label = "Depth detection"; ui_tooltip = "Allows depth information to be used when analysing banding, pixels will only be analysed if they are in a certain depth. (e.g. debanding only the sky)"; ui_type = "radio"; > = false; uniform float t1 < ui_category = "Banding analysis"; ui_label = "Standard deviation threshold"; ui_max = 0.5; ui_min = 0.0; ui_step = 0.001; ui_tooltip = "Standard deviations lower than this threshold will be flagged as flat regions with potential banding."; ui_type = "slider"; > = 0.007; uniform float t2 < ui_category = "Banding analysis"; ui_label = "Weber ratio threshold"; ui_max = 2.0; ui_min = 0.0; ui_step = 0.01; ui_tooltip = "Weber ratios lower than this threshold will be flagged as flat regions with potential banding."; ui_type = "slider"; > = 0.04; uniform float banding_depth < ui_category = "Banding analysis"; ui_label = "Banding depth"; ui_max = 1.0; ui_min = 0.0; ui_step = 0.001; ui_tooltip = "Pixels under this depth threshold will not be processed and returned as they are."; ui_type = "slider"; > = 1.0; uniform float range < ui_category = "Banding detection & removal"; ui_label = "Radius"; ui_max = 32.0; ui_min = 1.0; ui_step = 1.0; ui_tooltip = "The radius increases linearly for each iteration. A higher radius will find more gradients, but a lower radius will smooth more aggressively."; ui_type = "slider"; > = 24.0; uniform int iterations < ui_category = "Banding detection & removal"; ui_label = "Iterations"; ui_max = 4; ui_min = 1; ui_tooltip = "The number of debanding steps to perform per sample. Each step reduces a bit more banding, but takes time to compute."; ui_type = "slider"; > = 1; uniform int debug_output < ui_category = "Debug"; ui_items = "None\0Blurred (LPF) image\0Banding map\0"; ui_label = "Debug view"; ui_tooltip = "Blurred (LPF) image: Useful when tweaking radius and iterations to make sure all banding regions are blurred enough.\nBanding map: Useful when tweaking analysis parameters, continuous green regions indicate flat (i.e. banding) regions."; ui_type = "combo"; > = 0; // Reshade uses C rand for random, max cannot be larger than 2^15-1 uniform int drandom < source = "random"; min = 0; max = 32767; >; float rand(float x) { return frac(x / 41.0); } float permute(float x) { return ((34.0 * x + 1.0) * x) % 289.0; } float3 PS_Deband(float4 vpos : SV_Position, float2 texcoord : TexCoord) : SV_Target { float3 ori = tex2Dlod(ReShade::BackBuffer, float4(texcoord, 0.0, 0.0)).rgb; if (enable_depthbuffer && (ReShade::GetLinearizedDepth(texcoord) < banding_depth)) return ori; // Initialize the PRNG by hashing the position + a random uniform float3 m = float3(texcoord + 1.0, (drandom / 32767.0) + 1.0); float h = permute(permute(permute(m.x) + m.y) + m.z); // Compute a random angle float dir = rand(permute(h)) * 6.2831853; float2 o; sincos(dir, o.y, o.x); // Distance calculations float2 pt; float dist; for (int i = 1; i <= iterations; ++i) { dist = rand(h) * range * i; pt = dist * BUFFER_PIXEL_SIZE; h = permute(h); } // Sample at quarter-turn intervals around the source pixel float3 ref[4] = { tex2Dlod(ReShade::BackBuffer, float4(mad(pt, o, texcoord), 0.0, 0.0)).rgb, // SE tex2Dlod(ReShade::BackBuffer, float4(mad(pt, -o, texcoord), 0.0, 0.0)).rgb, // NW tex2Dlod(ReShade::BackBuffer, float4(mad(pt, float2(-o.y, o.x), texcoord), 0.0, 0.0)).rgb, // NE tex2Dlod(ReShade::BackBuffer, float4(mad(pt, float2( o.y, -o.x), texcoord), 0.0, 0.0)).rgb // SW }; // Calculate weber ratio float3 mean = (ori + ref[0] + ref[1] + ref[2] + ref[3]) * 0.2; float3 k = abs(ori - mean); for (int j = 0; j < 4; ++j) { k += abs(ref[j] - mean); } k = k * 0.2 / mean; // Calculate std. deviation float3 sd = 0.0; for (int j = 0; j < 4; ++j) { sd += pow(ref[j] - ori, 2); } sd = sqrt(sd * 0.25); // Generate final output float3 output; if (debug_output == 2) output = float3(0.0, 1.0, 0.0); else output = (ref[0] + ref[1] + ref[2] + ref[3]) * 0.25; // Generate a binary banding map bool3 banding_map = true; if (debug_output != 1) { if (enable_weber) banding_map = banding_map && k <= t2 * iterations; if (enable_sdeviation) banding_map = banding_map && sd <= t1 * iterations; } /*------------------------. | :: Ordered Dithering :: | '------------------------*/ //Calculate grid position float grid_position = frac(dot(texcoord, (BUFFER_SCREEN_SIZE * float2(1.0 / 16.0, 10.0 / 36.0)) + 0.25)); //Calculate how big the shift should be float dither_shift = 0.25 * (1.0 / (pow(2, BUFFER_COLOR_BIT_DEPTH) - 1.0)); //Shift the individual colors differently, thus making it even harder to see the dithering pattern float3 dither_shift_RGB = float3(dither_shift, -dither_shift, dither_shift); //subpixel dithering //modify shift acording to grid position. dither_shift_RGB = lerp(2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position); //shift acording to grid position. return banding_map ? output + dither_shift_RGB : ori; } technique Deband < ui_tooltip = "Alleviates color banding by trying to approximate original color values."; > { pass { VertexShader = PostProcessVS; PixelShader = PS_Deband; } }