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Use numerically approximated edge factors

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Evgenii Golubev 7 年前
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共有 1 个文件被更改,包括 23 次插入20 次删除
  1. 43
      Assets/ScriptableRenderPipeline/ShaderLibrary/AreaLighting.hlsl

43
Assets/ScriptableRenderPipeline/ShaderLibrary/AreaLighting.hlsl


#ifndef UNITY_AREA_LIGHTING_INCLUDED
#define UNITY_AREA_LIGHTING_INCLUDED
float IntegrateEdge(float3 v1, float3 v2)
// #define SPHERE_APPROX
// Not normalized by the factor of 1/TWO_PI.
float3 ComputeEdgeFactor(float3 V1, float3 V2)
float cosTheta = dot(v1, v2);
float V1xV2dotN = cross(v1, v2).z;
float V1oV2 = dot(V1, V2);
float3 V1xV2 = cross(V1, V2);
return V1xV2dotN * rsqrt(1.0 - cosTheta * cosTheta) * acos(cosTheta);
return V1xV2 * (rsqrt(1.0 - V1oV2 * V1oV2) * acos(V1oV2));
// Approximate: { y = rsqrt(1.0 - cosTheta * cosTheta) * acos(cosTheta) } on [0, 1].
// Approximate: { y = rsqrt(1.0 - V1oV2 * V1oV2) * acos(V1oV2) } on [0, 1].
float x = abs(cosTheta);
float x = abs(V1oV2);
if (cosTheta < 0)
if (V1oV2 < 0)
y = PI * rsqrt(saturate(1 - cosTheta * cosTheta)) - y;
y = PI * rsqrt(saturate(1 - V1oV2 * V1oV2)) - y;
return V1xV2dotN * y;
return V1xV2 * y;
// #define SPHERE_APPROX
// Not normalized by the factor of 1/TWO_PI.
// Ref: Improving radiosity solutions through the use of analytically determined form-factors.
float IntegrateEdge(float3 V1, float3 V2)
{
// 'V1' and 'V2' are represented in a coordinate system with N = (0, 0, 1).
return ComputeEdgeFactor(V1, V2).z;
}
// Baum's equation
// Expects non-normalized vertex positions
// Expects non-normalized vertex positions.
float PolygonIrradiance(float4x3 L, bool twoSided)
{
#ifdef SPHERE_APPROX

for (int edge = 0; edge < 4; edge++)
{
float3 v1 = L[edge];
float3 v2 = L[(edge + 1) % 4];
float V1oV2 = dot(v1, v2);
float3 V1xV2 = cross(v1, v2);
float3 V1 = L[edge];
float3 V2 = L[(edge + 1) % 4];
F += V1xV2 * (rsqrt(1.0 - V1oV2 * V1oV2) * acos(V1oV2));
F += INV_TWO_PI * ComputeEdgeFactor(V1, V2);
F *= INV_TWO_PI;
float f = length(F);

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