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stub in point and sphere lights

/main
Filip Iliescu 8 年前
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ddc56ae3
共有 1 个文件被更改,包括 79 次插入0 次删除
  1. 79
      Assets/ScriptableRenderPipeline/MobileRenderPipeline/ClassicDeferred/UnityStandardForwardMobile.cginc

79
Assets/ScriptableRenderPipeline/MobileRenderPipeline/ClassicDeferred/UnityStandardForwardMobile.cginc


}
else if (gPerLightData[lightIndex].x == SPHERE_LIGHT)
{
float3 vLp = gLightPos[lightIndex].xyz;
float3 toLight = vLp - vP;
float dist = length(toLight);
float3 vL = toLight / dist;
float3 vLw = mul((float3x3) g_mViewToWorld, vL).xyz; //unity_CameraToWorld
float atten = 1;
// float attLookUp = dist*lgtDat.recipRange; attLookUp *= attLookUp;
// float atten = tex2Dlod(_LightTextureB0, float4(attLookUp.rr, 0.0, 0.0)).UNITY_ATTEN_CHANNEL;
//
// float4 cookieColor = float4(1,1,1,1);
//
// const bool bHasCookie = (lgtDat.flags&HAS_COOKIE_TEXTURE)!=0;
// [branch]if(bHasCookie)
// {
// float3 cookieCoord = -float3(dot(vL, lgtDat.lightAxisX.xyz), dot(vL, lgtDat.lightAxisY.xyz), dot(vL, lgtDat.lightAxisZ.xyz)); // negate to make vL a fromLight vector
// cookieColor = UNITY_SAMPLE_ABSTRACT_CUBE_ARRAY_LOD(_pointCookieTextures, float4(cookieCoord, lgtDat.sliceIndex), 0.0);
// atten *= cookieColor.w;
// }
int shadowIdx = asint(gPerLightData[lightIndex].y);
[branch]
if (shadowIdx >= 0)
{
float shadow = GetPunctualShadowAttenuation(shadowContext, vPw, 0.0.xxx, shadowIdx, vLw);
atten *= shadow;
}
UnityLight light;
light.color.xyz = gLightColor[lightIndex].xyz*atten; //*cookieColor.xyz;
light.dir.xyz = vLw;
ints += EvalMaterial(light, ind);
float3 vLp = gLightPos[lightIndex].xyz;
float3 toLight = vLp - vP;
float dist = length(toLight);
float3 vL = toLight / dist;
// mine
// float4 uvCookie = mul (unity_WorldToLight, float4(wpos,1));
// colorCookie = tex2Dlod (_LightTexture0, float4(uvCookie.xy / uvCookie.w, 0, 0));
// float atten = colorCookie.w;
// atten *= uvCookie.w < 0;
//
// float att = dot(tolight, tolight) * _LightPos.w;
// atten *= tex2D (_LightTextureB0, att.rr).UNITY_ATTEN_CHANNEL;
float atten = 1;
// mortens
// float attLookUp = dist*lgtDat.recipRange; attLookUp *= attLookUp;
// float atten = tex2Dlod(_LightTextureB0, float4(attLookUp.rr, 0.0, 0.0)).UNITY_ATTEN_CHANNEL;
//
// // spot attenuation
// const float fProjVec = -dot(vL, gLightDirection[lightIndex].xyz); // spotDir = lgtDat.lightAxisZ.xyz
// float2 cookCoord = (-lgtDat.cotan)*float2( dot(vL, lgtDat.lightAxisX.xyz), dot(vL, lgtDat.lightAxisY.xyz) ) / fProjVec;
//
// const bool bHasCookie = (lgtDat.flags&IS_CIRCULAR_SPOT_SHAPE)==0; // all square spots have cookies
// float d0 = 0.65;
// float4 angularAtt = float4(1,1,1,smoothstep(0.0, 1.0-d0, 1.0-length(cookCoord)));
// [branch]if(bHasCookie)
// {
// cookCoord = cookCoord*0.5 + 0.5;
// angularAtt = UNITY_SAMPLE_TEX2DARRAY_LOD(_spotCookieTextures, float3(cookCoord, lgtDat.sliceIndex), 0.0);
// }
// atten *= angularAtt.w*(fProjVec>0.0); // finally apply this to the dist att.
int shadowIdx = asint(gPerLightData[lightIndex].y);
[branch]
if (shadowIdx >= 0)
{
float shadow = GetPunctualShadowAttenuation(shadowContext, vPw, 0.0.xxx, shadowIdx, 0.0.xxx);
atten *= shadow;
}
UnityLight light;
light.color.xyz = gLightColor[lightIndex].xyz*atten; //*angularAtt.xyz;
light.dir.xyz = mul((float3x3) g_mViewToWorld, vL).xyz; //unity_CameraToWorld
ints += EvalMaterial(light, ind);
}
}

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