#ifndef UNITY_AREA_LIGHTING_INCLUDED #define UNITY_AREA_LIGHTING_INCLUDED float IntegrateEdge(float3 v1, float3 v2) { float cosTheta = dot(v1, v2); // Clamp to avoid artifacts. This particular constant gives the best results. cosTheta = Clamp(cosTheta, -0.9999, 0.9999); float theta = FastACos(cosTheta); float res = cross(v1, v2).z * theta * rsqrt(1.0f - cosTheta * cosTheta); // optimization from * 1 / sin(theta) return res; } // Baum's equation // Expects non-normalized vertex positions float PolygonRadiance(float4x3 L, bool twoSided) { // 1. ClipQuadToHorizon // detect clipping config uint config = 0; if (L[0].z > 0) config += 1; if (L[1].z > 0) config += 2; if (L[2].z > 0) config += 4; if (L[3].z > 0) config += 8; // The fifth vertex for cases when clipping cuts off one corner. // Due to a compiler bug, copying L into a vector array with 5 rows // messes something up, so we need to stick with the matrix + the L4 vertex. float3 L4 = L[3]; // This switch is surprisingly fast. Tried replacing it with a lookup array of vertices. // Even though that replaced the switch with just some indexing and no branches, it became // way, way slower - mem fetch stalls? // clip uint n = 0; switch (config) { case 0: // clip all break; case 1: // V1 clip V2 V3 V4 n = 3; L[1] = -L[1].z * L[0] + L[0].z * L[1]; L[2] = -L[3].z * L[0] + L[0].z * L[3]; break; case 2: // V2 clip V1 V3 V4 n = 3; L[0] = -L[0].z * L[1] + L[1].z * L[0]; L[2] = -L[2].z * L[1] + L[1].z * L[2]; break; case 3: // V1 V2 clip V3 V4 n = 4; L[2] = -L[2].z * L[1] + L[1].z * L[2]; L[3] = -L[3].z * L[0] + L[0].z * L[3]; break; case 4: // V3 clip V1 V2 V4 n = 3; L[0] = -L[3].z * L[2] + L[2].z * L[3]; L[1] = -L[1].z * L[2] + L[2].z * L[1]; break; case 5: // V1 V3 clip V2 V4: impossible break; case 6: // V2 V3 clip V1 V4 n = 4; L[0] = -L[0].z * L[1] + L[1].z * L[0]; L[3] = -L[3].z * L[2] + L[2].z * L[3]; break; case 7: // V1 V2 V3 clip V4 n = 5; L4 = -L[3].z * L[0] + L[0].z * L[3]; L[3] = -L[3].z * L[2] + L[2].z * L[3]; break; case 8: // V4 clip V1 V2 V3 n = 3; L[0] = -L[0].z * L[3] + L[3].z * L[0]; L[1] = -L[2].z * L[3] + L[3].z * L[2]; L[2] = L[3]; break; case 9: // V1 V4 clip V2 V3 n = 4; L[1] = -L[1].z * L[0] + L[0].z * L[1]; L[2] = -L[2].z * L[3] + L[3].z * L[2]; break; case 10: // V2 V4 clip V1 V3: impossible break; case 11: // V1 V2 V4 clip V3 n = 5; L[3] = -L[2].z * L[3] + L[3].z * L[2]; L[2] = -L[2].z * L[1] + L[1].z * L[2]; break; case 12: // V3 V4 clip V1 V2 n = 4; L[1] = -L[1].z * L[2] + L[2].z * L[1]; L[0] = -L[0].z * L[3] + L[3].z * L[0]; break; case 13: // V1 V3 V4 clip V2 n = 5; L[3] = L[2]; L[2] = -L[1].z * L[2] + L[2].z * L[1]; L[1] = -L[1].z * L[0] + L[0].z * L[1]; break; case 14: // V2 V3 V4 clip V1 n = 5; L4 = -L[0].z * L[3] + L[3].z * L[0]; L[0] = -L[0].z * L[1] + L[1].z * L[0]; break; case 15: // V1 V2 V3 V4 n = 4; break; } if (n == 0) return 0; // 2. Project onto sphere L[0] = normalize(L[0]); L[1] = normalize(L[1]); L[2] = normalize(L[2]); switch (n) { case 3: L[3] = L[0]; break; case 4: L[3] = normalize(L[3]); L4 = L[0]; break; case 5: L[3] = normalize(L[3]); L4 = normalize(L4); break; } // 3. Integrate float sum = 0; sum += IntegrateEdge(L[0], L[1]); sum += IntegrateEdge(L[1], L[2]); sum += IntegrateEdge(L[2], L[3]); if (n >= 4) sum += IntegrateEdge(L[3], L4); if (n == 5) sum += IntegrateEdge(L4, L[0]); sum *= INV_TWO_PI; // Normalization sum = twoSided ? abs(sum) : max(sum, 0.0); return isfinite(sum) ? sum : 0.0; } // For polygonal lights. float LTCEvaluate(float4x3 L, float3 V, float3 N, float NdotV, bool twoSided, float3x3 invM) { // Construct local orthonormal basis around N, aligned with N // TODO: it could be stored in PreLightData. All LTC lights compute it more than once! // Also consider using 'bsdfData.tangentWS', 'bsdfData.bitangentWS', 'bsdfData.normalWS'. float3x3 basis; basis[0] = normalize(V - N * NdotV); basis[1] = normalize(cross(N, basis[0])); basis[2] = N; // rotate area light in local basis invM = mul(transpose(basis), invM); L = mul(L, invM); // Polygon radiance in transformed configuration - specular return PolygonRadiance(L, twoSided); } float LineFpo(float tLDDL, float lrcpD, float rcpD) { // Compute: ((l / d) / (d * d + l * l)) + (1.0 / (d * d)) * atan(l / d). return tLDDL + (rcpD * rcpD) * FastATan(lrcpD); } float LineFwt(float tLDDL, float l) { // Compute: l * ((l / d) / (d * d + l * l)). return l * tLDDL; } // Computes the integral of the clamped cosine over the line segment. // 'l1' and 'l2' define the integration interval. // 'tangent' is the line's tangent direction. // 'normal' is the direction orthogonal to the tangent. It is the shortest vector between // the shaded point and the line, pointing away from the shaded point. float LineIrradiance(float l1, float l2, float3 normal, float3 tangent) { float d = length(normal); float l1rcpD = l1 * rcp(d); float l2rcpD = l2 * rcp(d); float tLDDL1 = l1rcpD / (d * d + l1 * l1); float tLDDL2 = l2rcpD / (d * d + l2 * l2); float intWt = LineFwt(tLDDL2, l2) - LineFwt(tLDDL1, l1); float intP0 = LineFpo(tLDDL2, l2rcpD, rcp(d)) - LineFpo(tLDDL1, l1rcpD, rcp(d)); return intP0 * normal.z + intWt * tangent.z; } // Computes 1.0 / length(mul(ortho, transpose(inverse(invM)))). float ComputeLineWidthFactor(float3x3 invM, float3 ortho) { // transpose(inverse(M)) = (1.0 / determinant(M)) * cofactor(M). // Take into account that m12 = m21 = m23 = m32 = 0 and m33 = 1. float det = invM._11 * invM._22 - invM._22 * invM._31 * invM._13; float3x3 cof = {invM._22, 0.0, -invM._22 * invM._31, 0.0, invM._11 - invM._13 * invM._31, 0.0, -invM._13 * invM._22, 0.0, invM._11 * invM._22}; // 1.0 / length(mul(V, (1.0 / s * M))) = abs(s) / length(mul(V, M)). return abs(det) / length(mul(ortho, cof)); } // For line lights. float LTCEvaluate(float3 P1, float3 P2, float3 B, float3x3 invM) { // Inverse-transform the endpoints. P1 = mul(P1, invM); P2 = mul(P2, invM); // Terminate the algorithm if both points are below the horizon. if (P1.z <= 0.0 && P2.z <= 0.0) return 0.0; float width = ComputeLineWidthFactor(invM, B); if (P1.z > P2.z) { // Convention: 'P2' is above 'P1', with the tangent pointing upwards. Swap(P1, P2); } // Recompute the length and the tangent in the new coordinate system. float len = length(P2 - P1); float3 T = normalize(P2 - P1); // Clip the part of the light below the horizon. if (P1.z <= 0.0) { // P = P1 + t * T; P.z == 0. float t = -P1.z / T.z; P1 = float3(P1.xy + t * T.xy, 0.0); // Set the length of the visible part of the light. len -= t; } // Compute the normal direction to the line, s.t. it is the shortest vector // between the shaded point and the line, pointing away from the shaded point. // Can be interpreted as a point on the line, since the shaded point is at the origin. float proj = dot(P1, T); float3 P0 = P1 - proj * T; // Compute the parameterization: distances from 'P1' and 'P2' to 'P0'. float l1 = proj; float l2 = l1 + len; // Integrate the clamped cosine over the line segment. float irradiance = LineIrradiance(l1, l2, P0, T); // Guard against numerical precision issues. return max(INV_PI * width * irradiance, 0.0); } #endif // UNITY_AREA_LIGHTING_INCLUDED