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#define LTC_LUT_SCALE ((LTC_LUT_SIZE - 1) * rcp(LTC_LUT_SIZE)) |
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#define LTC_LUT_OFFSET (0.5 * rcp(LTC_LUT_SIZE)) |
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#define MIN_N_DOT_V 0.0001 // The minimum value of 'NdotV' |
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#define MIN_N_DOT_V 0.0001 // The minimum value of 'NdotV' |
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#define MILLIMETERS_TO_METERS 0.001 |
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uint _EnableSSS; // Globally toggles subsurface scattering on/off |
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uint _TexturingModeFlags; // 1 bit/profile; 0 = PreAndPostScatter, 1 = PostScatter |
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// float RdotL = NdotL - 2 * preLightData.NdotV * LdotV; |
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float illuminance = saturate(-LdotV); |
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// For low thickness, we can reuse the shadowing status for the back of the object. |
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shadow = bsdfData.useThinObjectMode ? shadow : 1; |
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// For thin objects, we can reuse the shadowing status for the back of the object. |
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[branch] if (!bsdfData.useThinObjectMode) |
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{ |
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// TODO: precompute? |
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float d = bsdfData.thickness * (2 * MILLIMETERS_TO_METERS); |
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float3 P = positionWS - d * V; |
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shadow = GetDirectionalShadowAttenuation(lightLoopContext.shadowContext, P, bsdfData.normalWS, lightData.shadowIndex, L, posInput.unPositionSS); |
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} |
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illuminance *= shadow * cookie.a; |
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// The difference between the Disney Diffuse and the Lambertian BRDF for transmission is negligible. |
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// float RdotL = NdotL - 2 * preLightData.NdotV * LdotV; |
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float illuminance = saturate(-LdotV * attenuation); |
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// For low thickness, we can reuse the shadowing status for the back of the object. |
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shadow = bsdfData.useThinObjectMode ? shadow : 1; |
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// For thin objects, we can reuse the shadowing status for the back of the object. |
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[branch] if (!bsdfData.useThinObjectMode) |
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{ |
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// TODO: precompute? |
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float d = bsdfData.thickness * (2 * MILLIMETERS_TO_METERS); |
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float3 P = positionWS - d * V; |
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float3 offset = float3(0.0, 0.0, 0.0); // GetShadowPosOffset(nDotL, normal); |
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shadow = GetPunctualShadowAttenuation(lightLoopContext.shadowContext, P + offset, bsdfData.normalWS, lightData.shadowIndex, L, posInput.unPositionSS); |
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} |
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illuminance *= shadow * cookie.a; |
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// The difference between the Disney Diffuse and the Lambertian BRDF for transmission is negligible. |
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// float RdotL = NdotL - 2 * preLightData.NdotV * LdotV; |
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float illuminance = saturate(-LdotV * clipFactor); |
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// For low thickness, we can reuse the shadowing status for the back of the object. |
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shadow = bsdfData.useThinObjectMode ? shadow : 1; |
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// For thin objects, we can reuse the shadowing status for the back of the object. |
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[branch] if (!bsdfData.useThinObjectMode) |
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{ |
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// TODO: precompute? |
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float d = bsdfData.thickness * (2 * MILLIMETERS_TO_METERS); |
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float3 P = positionWS - d * V; |
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shadow = GetDirectionalShadowAttenuation(lightLoopContext.shadowContext, P, bsdfData.normalWS, lightData.shadowIndex, L, posInput.unPositionSS); |
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} |
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illuminance *= shadow * cookie.a; |
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// The difference between the Disney Diffuse and the Lambertian BRDF for transmission is negligible. |
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