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89 行
3.2 KiB
89 行
3.2 KiB
#ifndef UNITY_COMMON_LIGHTING_INCLUDED
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#define UNITY_COMMON_LIGHTING_INCLUDED
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#include "Common.hlsl"
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//-----------------------------------------------------------------------------
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// Attenuation functions
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//-----------------------------------------------------------------------------
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// Ref: Moving Frostbite to PBR
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float SmoothDistanceAttenuation(float squaredDistance, float invSqrAttenuationRadius)
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{
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float factor = squaredDistance * invSqrAttenuationRadius;
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float smoothFactor = saturate(1.0f - factor * factor);
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return smoothFactor * smoothFactor;
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}
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#define PUNCTUAL_LIGHT_THRESHOLD 0.01 // 1cm (in Unity 1 is 1m)
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float GetDistanceAttenuation(float3 unL, float invSqrAttenuationRadius)
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{
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float sqrDist = dot(unL, unL);
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float attenuation = 1.0f / (max(PUNCTUAL_LIGHT_THRESHOLD * PUNCTUAL_LIGHT_THRESHOLD, sqrDist));
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// Non physically based hack to limit light influence to attenuationRadius.
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attenuation *= SmoothDistanceAttenuation(sqrDist, invSqrAttenuationRadius);
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return attenuation;
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}
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float GetAngleAttenuation(float3 L, float3 lightDir, float lightAngleScale, float lightAngleOffset)
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{
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float cd = dot(lightDir, L);
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float attenuation = saturate(cd * lightAngleScale + lightAngleOffset);
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// smooth the transition
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attenuation *= attenuation;
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return attenuation;
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}
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//-----------------------------------------------------------------------------
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// Helper function for anisotropy
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//-----------------------------------------------------------------------------
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// Ref: http://blog.selfshadow.com/publications/s2012-shading-course/burley/s2012_pbs_disney_brdf_notes_v3.pdf (in addenda)
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// Convert anisotropic ratio (0->no isotropic; 1->full anisotropy in tangent direction) to roughness
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void ConvertAnisotropyToRoughness(float roughness, float anisotropy, out float roughnessT, out float roughnessB)
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{
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float anisoAspect = sqrt(1.0 - 0.9 * anisotropy);
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roughnessT = roughness * anisoAspect;
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roughnessB = roughness / anisoAspect;
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}
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// Ref: http://www.nvidia.com/object/real-time-ycocg-dxt-compression.html
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// Fake anisotropic by distorting the normal as suggested by:
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// Donald Revie - Implementing Fur Using Deferred Shading (GPU Pro 2)
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// anisotropic ratio (0->no isotropic; 1->full anisotropy in tangent direction)
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float3 GetAnisotropicModifiedNormal(float3 normalWS, float3 tangentWS, float3 viewVector, float anisotropy)
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{
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float3 anisoTangentWS = cross(-viewVector, tangentWS);
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float3 anisoNormalWS = cross(anisoTangentWS, tangentWS);
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return normalize(lerp(normalWS, anisoNormalWS, anisotropy));
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}
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//-----------------------------------------------------------------------------
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// Helper function for perceptual roughness
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//-----------------------------------------------------------------------------
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float PerceptualRoughnessToRoughness(float perceptualRoughness)
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{
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return perceptualRoughness * perceptualRoughness;
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}
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float RoughnessToPerceptualRoughness(float roughness)
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{
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return sqrt(roughness);
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}
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float PerceptualSmoothnessToRoughness(float perceptualSmoothness)
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{
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return (1 - perceptualSmoothness) * (1 - perceptualSmoothness);
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}
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float PerceptualSmoothnessToPerceptualRoughness(float perceptualSmoothness)
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{
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return (1 - perceptualSmoothness);
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}
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#endif // UNITY_COMMON_LIGHTING_INCLUDED
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