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Implement ellipsoidal fade out for area lights

/main
Evgenii Golubev 8 年前
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a6a6e773
共有 2 个文件被更改,包括 351 次插入0 次删除
  1. 38
      Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Lit.hlsl
  2. 313
      Assets/TestScenes/HDTest/HDRenderLoopTest.unity

38
Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Lit.hlsl


diffuseLighting = float3(0.0, 0.0, 0.0);
specularLighting = float3(0.0, 0.0, 0.0);
// Pick the correct axis along which to expand the fade-out sphere into an ellipsoid.
float3 axisLS;
float minDim, maxDim;
// The compiler should generate conditional MOVs.
if (halfWidth >= halfHeight)
{
axisLS = lightData.right;
minDim = halfHeight;
maxDim = halfWidth;
}
else
{
axisLS = lightData.up;
minDim = halfWidth;
maxDim = halfHeight;
}
float3 dirLS = positionWS - lightData.positionWS;
float lightSpaceProj = dot(dirLS, axisLS);
float invAspectRatio = minDim / maxDim;
// We want 'dirLS' to shrink along 'axisLS' by the aspect ratio. Therefore,
// we compute the difference between the original length and the shrunk one.
// This is equivalent to the expansion of the fade-out sphere into an ellipsoid.
float scaleLS = lightSpaceProj - lightSpaceProj * invAspectRatio;
dirLS -= scaleLS * axisLS;
// Compute the light attenuation.
float sqDist = dot(dirLS, dirLS);
float intensity = SmoothDistanceAttenuation(sqDist, lightData.invSqrAttenuationRadius);
// Return the black color if the shaded point is too far away.
if (intensity == 0.0) return;
lightData.diffuseScale *= intensity;
lightData.specularScale *= intensity;
float ltcValue;
// Evaluate the diffuse part.

313
Assets/TestScenes/HDTest/HDRenderLoopTest.unity


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