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@timoxley
Created January 7, 2025 20:25
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Mixbox Shader adapted for #UnrealEngine Materials
// ==========================================================
// MIXBOX 2.0 (c) 2022 Secret Weapons. All rights reserved.
// License: Creative Commons Attribution-NonCommercial 4.0
// Authors: Sarka Sochorova and Ondrej Jamriska
// ==========================================================
//
// BASIC USAGE
//
// float3 rgb = MixboxLerp(rgb1, rgb2, t);
//
// MULTI-COLOR MIXING
//
// MixboxLatent z1 = MixboxRGBToLatent(rgb1);
// MixboxLatent z2 = MixboxRGBToLatent(rgb2);
// MixboxLatent z3 = MixboxRGBToLatent(rgb3);
//
// // mix 30% of rgb1, 60% of rgb2, and 10% of rgb3
// MixboxLatent z_mix = 0.3*z1 + 0.6*z2 + 0.1*z3;
//
// float3 rgb_mix = MixboxLatentToRGB(z_mix);
//
// PIGMENT COLORS
//
// Cadmium Yellow 0.996, 0.925, 0.000
// Hansa Yellow 0.988, 0.827, 0.000
// Cadmium Orange 1.000, 0.412, 0.000
// Cadmium Red 1.000, 0.153, 0.008
// Quinacridone Magenta 0.502, 0.008, 0.180
// Cobalt Violet 0.306, 0.000, 0.259
// Ultramarine Blue 0.098, 0.000, 0.349
// Cobalt Blue 0.000, 0.129, 0.522
// Phthalo Blue 0.051, 0.106, 0.267
// Phthalo Green 0.000, 0.235, 0.196
// Permanent Green 0.027, 0.427, 0.086
// Sap Green 0.420, 0.580, 0.016
// Burnt Sienna 0.482, 0.282, 0.000
//
// LICENSING
//
// If you want to obtain commercial license, please
// contact us at: [email protected]
//
#ifndef MIXBOX_LUT
#define MIXBOX_LUT(UV) Tex.SampleLevel(TexSampler, UV, 0)
#endif
#define MIXBOX_COLORSPACE_LINEAR 1
typedef float3x3 MixboxLatent;
struct Mixbox
{
Texture2D Tex;
SamplerState TexSampler;
float3 MixboxEvalPolynomial(float3 c)
{
float c0 = c[0];
float c1 = c[1];
float c2 = c[2];
float c3 = 1.0 - (c0 + c1 + c2);
float c00 = c0 * c0;
float c11 = c1 * c1;
float c22 = c2 * c2;
float c01 = c0 * c1;
float c02 = c0 * c2;
float c12 = c1 * c2;
float c33 = c3 * c3;
return (c0 * c00) * float3(+0.07717053, +0.02826978, +0.24832992) +
(c1 * c11) * float3(+0.95912302, +0.80256528, +0.03561839) +
(c2 * c22) * float3(+0.74683774, +0.04868586, +0.00000000) +
(c3 * c33) * float3(+0.99518138, +0.99978149, +0.99704802) +
(c00 * c1) * float3(+0.04819146, +0.83363781, +0.32515377) +
(c01 * c1) * float3(-0.68146950, +1.46107803, +1.06980936) +
(c00 * c2) * float3(+0.27058419, -0.15324870, +1.98735057) +
(c02 * c2) * float3(+0.80478189, +0.67093710, +0.18424500) +
(c00 * c3) * float3(-0.35031003, +1.37855826, +3.68865000) +
(c0 * c33) * float3(+1.05128046, +1.97815239, +2.82989073) +
(c11 * c2) * float3(+3.21607125, +0.81270228, +1.03384539) +
(c1 * c22) * float3(+2.78893374, +0.41565549, -0.04487295) +
(c11 * c3) * float3(+3.02162577, +2.55374103, +0.32766114) +
(c1 * c33) * float3(+2.95124691, +2.81201112, +1.17578442) +
(c22 * c3) * float3(+2.82677043, +0.79933038, +1.81715262) +
(c2 * c33) * float3(+2.99691099, +1.22593053, +1.80653661) +
(c01 * c2) * float3(+1.87394106, +2.05027182, -0.29835996) +
(c01 * c3) * float3(+2.56609566, +7.03428198, +0.62575374) +
(c02 * c3) * float3(+4.08329484, -1.40408358, +2.14995522) +
(c12 * c3) * float3(+6.00078678, +2.55552042, +1.90739502);
}
float3 MixboxSRGBToLinear(float3 rgb)
{
return select(rgb >= 0.04045, pow((abs(rgb) + 0.055) / 1.055, 2.4), rgb / 12.92);
}
float3 MixboxLinearToSRGB(float3 rgb)
{
return select(rgb >= 0.0031308, 1.055 * pow(abs(rgb), 1.0 / 2.4) - 0.055, 12.92 * rgb);
}
MixboxLatent MixboxRGBToLatent(float3 rgb)
{
#ifdef MIXBOX_COLORSPACE_LINEAR
rgb = MixboxLinearToSRGB(saturate(rgb));
#else
rgb = saturate(rgb);
#endif
float x = rgb.r * 63.0;
float y = rgb.g * 63.0;
float z = rgb.b * 63.0;
float iz = floor(z);
float x0 = fmod(iz, 8.0) * 64.0;
float y0 = floor(iz / 8.0) * 64.0;
float x1 = fmod(iz + 1.0, 8.0) * 64.0;
float y1 = floor((iz + 1.0) / 8.0) * 64.0;
float2 uv0 = float2(x0 + x + 0.5, 512.0 - (y0 + y + 0.5)) / 512.0;
float2 uv1 = float2(x1 + x + 0.5, 512.0 - (y1 + y + 0.5)) / 512.0;
if (MIXBOX_LUT(float2(0.5, 0.5) / 512.0).b > 0.1)
{
uv0.y = 1.0 - uv0.y;
uv1.y = 1.0 - uv1.y;
}
float3 c = lerp(MIXBOX_LUT(uv0).rgb, MIXBOX_LUT(uv1).rgb, z - iz);
return MixboxLatent(c, rgb - MixboxEvalPolynomial(c), 0.0, 0.0, 0.0);
}
float3 MixboxLatentToRGB(MixboxLatent latent)
{
float3 rgb = saturate(MixboxEvalPolynomial(latent[0]) + latent[1]);
#ifdef MIXBOX_COLORSPACE_LINEAR
return MixboxSRGBToLinear(rgb);
#else
return rgb;
#endif
}
float3 MixboxLerp(float3 color1, float3 color2, float t)
{
return MixboxLatentToRGB((1.0 - t) * MixboxRGBToLatent(color1) + t * MixboxRGBToLatent(color2));
}
float4 MixboxLerp(float4 color1, float4 color2, float t)
{
return float4(MixboxLerp(color1.rgb, color2.rgb, t), lerp(color1.a, color2.a, t));
}
};
Mixbox m;
m.Tex = Tex;
m.TexSampler = TexSampler;
return m.MixboxLerp(Color1, Color2, Mix);
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