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69 行
3.0 KiB
69 行
3.0 KiB
using System;
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using System.Collections.Generic;
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using System.Linq;
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namespace UnityEngine.Experimental.Rendering.HDPipeline
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{
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public class LightUtils
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{
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// Physical light unit helper
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// All light unit are in lumen (Luminous power)
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// Punctual light (point, spot) are convert to candela (cd = lumens / steradian)
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// Area light are convert to luminance (cd/(m^2*steradian)) with the following formulation: Luminous Power / (Area * PI * steradian)
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// Ref: Moving Frostbite to PBR
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// Also good ref: https://www.radiance-online.org/community/workshops/2004-fribourg/presentations/Wandachowicz_paper.pdf
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// convert intensity (lumen) to candela
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public static float ConvertPointLightIntensity(float intensity)
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{
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return intensity / (4.0f * Mathf.PI);
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}
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// angle is the full angle, not the half angle in radiant
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// convert intensity (lumen) to candela
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public static float ConvertSpotLightIntensity(float intensity, float angle, bool exact)
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{
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return exact ? intensity / (2.0f * (1.0f - Mathf.Cos(angle / 2.0f)) * Mathf.PI) : intensity / Mathf.PI;
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}
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// angleA and angleB are the full opening angle, not half angle
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// convert intensity (lumen) to candela
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public static float ConvertFrustrumLightIntensity(float intensity, float angleA, float angleB)
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{
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return intensity / (4.0f * Mathf.Asin(Mathf.Sin(angleA / 2.0f) * Mathf.Sin(angleB / 2.0f)));
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}
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// convert intensity (lumen) to nits
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public static float ConvertSphereLightIntensity(float intensity, float sphereRadius)
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{
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return intensity / ((4.0f * Mathf.PI * sphereRadius * sphereRadius) * Mathf.PI);
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}
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// convert intensity (lumen) to nits
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public static float ConvertDiscLightIntensity(float intensity, float discRadius)
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{
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return intensity / ((discRadius * discRadius * Mathf.PI) * Mathf.PI);
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}
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// convert intensity (lumen) to nits
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public static float ConvertRectLightIntensity(float intensity, float width, float height)
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{
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return intensity / ((width * height) * Mathf.PI);
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}
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// convert intensity (lumen) to nits
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public static float CalculateLineLightIntensity(float intensity, float lineWidth)
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{
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// Line lights in the shader expect intensity (W / sr).
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// In the UI, we specify luminous flux(power) in lumens.
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// First, it needs to be converted to radiometric units(radiant flux, W).
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// Then we must recall how to compute power from intensity for a line light:
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// power = Integral{length, Integral{sphere, intensity}}.
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// For an isotropic line light, intensity is constant, so
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// power = length * (4 * Pi) * intensity,
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// intensity = power / (length * (4 * Pi)).
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return intensity / (4.0f * Mathf.PI * lineWidth);
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}
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}
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}
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