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Add a numerical fit for DiffuseSphereLightIrradiance()

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Evgenii Golubev 7 年前
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共有 1 个文件被更改,包括 16 次插入10 次删除
  1. 26
      Assets/ScriptableRenderPipeline/ShaderLibrary/AreaLighting.hlsl

26
Assets/ScriptableRenderPipeline/ShaderLibrary/AreaLighting.hlsl


// N.b.: this function accounts for horizon clipping.
float DiffuseSphereLightIrradiance(float sinSqSigma, float cosOmega)
{
#if 0 // Ref: Area Light Sources for Real-Time Graphics, page 4 (1996).
#if 0 // Ref: Area Light Sources for Real-Time Graphics, page 4 (1996).
float sinSqOmega = saturate(1 - cosOmega * cosOmega);
float cosSqSigma = saturate(1 - sinSqSigma);
float sinSqGamma = saturate(cosSqSigma / sinSqOmega);

return saturate(INV_PI * (g + h));
}
}
#elif 1 // Ref: Moving Frostbite to Physically Based Rendering, page 47 (2015, optimized).
#else // Ref: Moving Frostbite to Physically Based Rendering, page 47 (2015, optimized).
float cosSqOmega = cosOmega * cosOmega; // y^2
[branch]

// Replacing max() with saturate() results in a 12 cycle SGPR forwarding stall on PS4.
return max(INV_PI * (a * sinSqSigma + b), 0); // (a/Pi)*x+(b/Pi)
}
#else
// We use a numerical fit for the above found using Mathematica. WIP.
float x = sinSqSigma;
float y = cosOmega;
// The cheapest version, a bit too bright and doesn't perform well if the light is below the horizon.
return saturate(x * (0.5 * y + 0.5));
#endif
}

float sinSqSigma = min(sqrt(f2), 0.999);
float cosOmega = clamp(F.z * rsqrt(f2), -1, 1);
return DiffuseSphereLightIrradiance(sinSqSigma, cosOmega);
#if 1
return DiffuseSphereLightIrradiance(sinSqSigma, cosOmega);
#else
// We use a numerical fit for the above found with Mathematica.
float x = sinSqSigma;
float y = cosOmega;
float z = x * (1 + y) * saturate(0.370404036340287 * x + 0.5151639656054547 * (1 - 0.7648559657303381 * x) * y);
float l = x * (0.5 + 0.5 * y); // Bilinear approximation
float s = (sqrt(2) * x - 1);
float t = (s * s) * (y * y); // Compute the quadratic falloff from (0.707, 0)
return lerp(z, l, t); // Perform feathering of 'z' to avoid a sharp transition
#endif
#else
// 1. ClipQuadToHorizon

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