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121 行
4.2 KiB
121 行
4.2 KiB
#ifndef UNITY_COMMON_LIGHTING_INCLUDED
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#define UNITY_COMMON_LIGHTING_INCLUDED
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// Ligthing convention
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// Light direction is oriented backward (-Z). i.e in shader code, light direction is - lightData.forward
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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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// Fake anisotropic by distorting the normal as suggested by:
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// Ref: 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 N, float3 T, float3 V, float anisotropy)
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{
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float3 anisoT = cross(-V, T);
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float3 anisoN = cross(anisoT, T);
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return normalize(lerp(N, anisoN, 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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//-----------------------------------------------------------------------------
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// Get local frame
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//-----------------------------------------------------------------------------
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// generate an orthonormalBasis from 3d unit vector.
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void GetLocalFrame(float3 N, out float3 tangentX, out float3 tangentY)
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{
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float3 upVector = abs(N.z) < 0.999 ? float3(0.0, 0.0, 1.0) : float3(1.0, 0.0, 0.0);
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tangentX = normalize(cross(upVector, N));
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tangentY = cross(N, tangentX);
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}
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// TODO: test
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/*
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// http://orbit.dtu.dk/files/57573287/onb_frisvad_jgt2012.pdf
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void GetLocalFrame(float3 N, out float3 tangentX, out float3 tangentY)
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{
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if (N.z < -0.999) // Handle the singularity
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{
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tangentX = float3(0.0, -1.0, 0.0);
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tangentY = float3(-1.0, 0.0, 0.0);
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return ;
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}
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float a = 1.0 / (1.0 + N.z);
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float b = -N.x * N.y * a;
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tangentX = float3(1.0f - N.x * N.x * a , b, -N.x);
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tangentY = float3(b, 1.0f - N.y * N.y * a, -N.y);
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}
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*/
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#endif // UNITY_COMMON_LIGHTING_INCLUDED
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