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using System;
using System.Collections.Generic;
using System.Linq;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
public class LightUtils
{
// Physical light unit helper
// All light unit are in lumen (Luminous power)
// Punctual light (point, spot) are convert to candela (cd = lumens / steradian)
// Area light are convert to luminance (cd/(m^2*steradian)) with the following formulation: Luminous Power / (Area * PI * steradian)
// Ref: Moving Frostbite to PBR
// Also good ref: https://www.radiance-online.org/community/workshops/2004-fribourg/presentations/Wandachowicz_paper.pdf
// convert intensity (lumen) to candela
public static float ConvertPointLightIntensity(float intensity)
{
return intensity / (4.0f * Mathf.PI);
}
// angle is the full angle, not the half angle in radiant
// convert intensity (lumen) to candela
public static float ConvertSpotLightIntensity(float intensity, float angle, bool exact)
{
return exact ? intensity / (2.0f * (1.0f - Mathf.Cos(angle / 2.0f)) * Mathf.PI) : intensity / Mathf.PI;
}
// angleA and angleB are the full opening angle, not half angle
// convert intensity (lumen) to candela
public static float ConvertFrustrumLightIntensity(float intensity, float angleA, float angleB)
{
return intensity / (4.0f * Mathf.Asin(Mathf.Sin(angleA / 2.0f) * Mathf.Sin(angleB / 2.0f)));
}
// convert intensity (lumen) to nits
public static float ConvertSphereLightIntensity(float intensity, float sphereRadius)
{
return intensity / ((4.0f * Mathf.PI * sphereRadius * sphereRadius) * Mathf.PI);
}
// convert intensity (lumen) to nits
public static float ConvertDiscLightIntensity(float intensity, float discRadius)
{
return intensity / ((discRadius * discRadius * Mathf.PI) * Mathf.PI);
}
// convert intensity (lumen) to nits
public static float ConvertRectLightIntensity(float intensity, float width, float height)
{
return intensity / ((width * height) * Mathf.PI);
}
// convert intensity (lumen) to nits
public static float calculateLineLightArea(float intensity, float lineWidth)
{
// The area of a cylinder is this:
// float lineRadius = 0.01f; // 1cm
//return intensity / (2.0f * Mathf.PI * lineRadius * lineWidth * Mathf.PI);
// But with our current line light algorithm we get an insane gap in intensity
// following formula (fully empirical) give a better match to a rect light of 1cm of width.
// It is basically point light intensity / line width.
return intensity / (4.0f * Mathf.PI * lineWidth);
}
}
}