Hi everyone!
I made a Substance Designer node that remaps noises using a Smooth Stepping Curve function, it’s very useful to get a stylized look! I’ve used it to make some stylized smoke, but it’s very flexible for any type of work.
this is fantastic! good work and thanks for sharing.
here’s a quantized tonemapping algorithm I’ve worked on to adjust contrast but it can also be used to apply ease in/out or smoothstep as a single fucntion. Really useful if you want a bit more control of the contrast of a smoothstep. The only main issue is that a pure smoothstep is hard to configure.
ShaderCode is:
vec3 QuantizedTonemapping(vec3 value, float t, float s, float p)
{
//remap to from 0-1 to 0-5
t *= 5.;
value = saturate(value);
// define min max for toe, shoulder and power
t = min(5., t);
t = max(0.0001, t);
s = min(1., s);
s = max(0.0001, s);
p = min(5., p);
p = max(0.0001, p);
// p: Polynomial
vec3 p1 = pow(value, vec3(t));
// keeps the output as 0->1
float a = 1.0 + s;
float b = 1.0 - s;
vec3 p2 = pow(p1, vec3(a));
vec3 denominator = p2 * b + s;
vec3 color = p1 / denominator;
color = pow(color, vec3(p));
return saturate(color);
}