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Evgenii Golubev 8 年前
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a18038a4
共有 1 个文件被更改,包括 6 次插入6 次删除
  1. 12
      Assets/ScriptableRenderLoop/ShaderLibrary/CommonLighting.hlsl

12
Assets/ScriptableRenderLoop/ShaderLibrary/CommonLighting.hlsl


//-----------------------------------------------------------------------------
// Performs the mapping of the vector 'v' centered within the axis-aligned cube
// of dimensions [-1, 1]^3 to a vector centered within the sphere of radius 1.
// of dimensions [-1, 1]^3 to a vector centered within the unit sphere.
// The function expects 'v' to be within the cube (possibly unexpected results otherwise).
// Ref: http://mathproofs.blogspot.com/2005/07/mapping-cube-to-sphere.html
float3 MapCubeToSphere(float3 v)

return attenuation;
}
// Applies SmoothDistanceAttenuation() after transforming the attenuation ellipsoid into a sphere
// of the given radius. The process is performed along the major axis of the ellipsoid, and
// the magnitude of the transformation is controlled by the aspect ratio (the inverse is given).
// Applies SmoothDistanceAttenuation() after transforming the attenuation ellipsoid into a sphere.
// If r = rsqrt(invSqRadius), then ellipsoid is defined s.t. r1 = r / invAspectRatio, r2 = r3 = r.
// The transformation is performed along the major axis of the ellipsoid (corresponding to 'r1').
float GetEllipsoidalDistanceAttenuation(float3 unL, float invSqrAttenuationRadius,
float GetEllipsoidalDistanceAttenuation(float3 unL, float invSqRadius,
float3 axis, float invAspectRatio)
{
// Project the unnormalized light vector onto the axis.

unL -= diff * axis;
float sqDist = dot(unL, unL);
return SmoothDistanceAttenuation(sqDist, invSqrAttenuationRadius);
return SmoothDistanceAttenuation(sqDist, invSqRadius);
}
// Applies SmoothDistanceAttenuation() using the axis-aligned ellipsoid of the given dimensions.

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