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66 行
1.7 KiB
66 行
1.7 KiB
#ifndef UNITY_VOLUME_RENDERING_INCLUDED
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#define UNITY_VOLUME_RENDERING_INCLUDED
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float OpticalDepthHomogeneous(float extinction, float intervalLength)
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{
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return extinction * intervalLength;
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}
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float Transmittance(float opticalDepth)
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{
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return exp(-opticalDepth);
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}
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float TransmittanceIntegralOverHomogeneousInterval(float extinction, float start, float end)
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{
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return (exp(-extinction * start) - exp(-extinction * end)) / extinction;
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}
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float3 OpticalDepthHomogeneous(float3 extinction, float intervalLength)
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{
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return extinction * intervalLength;
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}
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float3 Transmittance(float3 opticalDepth)
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{
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return exp(-opticalDepth);
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}
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float3 TransmittanceIntegralOverHomogeneousInterval(float3 extinction, float start, float end)
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{
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return (exp(-extinction * start) - exp(-extinction * end)) / extinction;
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}
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float IsotropicPhaseFunction()
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{
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return INV_FOUR_PI;
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}
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float HenyeyGreensteinPhasePartConstant(float asymmetry)
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{
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float g = asymmetry;
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return INV_FOUR_PI * (1 - g * g);
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}
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float HenyeyGreensteinPhasePartVarying(float asymmetry, float LdotD)
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{
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float g = asymmetry;
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return pow(abs(1 + g * g - 2 * g * LdotD), -1.5);
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}
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float HenyeyGreensteinPhaseFunction(float asymmetry, float LdotD)
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{
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return HenyeyGreensteinPhasePartConstant(asymmetry) *
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HenyeyGreensteinPhasePartVarying(asymmetry, LdotD);
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}
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// Absorption coefficient from Disney: http://blog.selfshadow.com/publications/s2015-shading-course/burley/s2015_pbs_disney_bsdf_notes.pdf
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float3 TransmittanceColorAtDistanceToAbsorption(float3 transmittanceColor, float atDistance)
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{
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return -log(transmittanceColor + FLT_EPSILON) / max(atDistance, FLT_EPSILON);
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}
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#endif // UNITY_VOLUME_RENDERING_INCLUDED
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