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#ifndef UNITY_VOLUMEPROJECTION_INCLUDED
#define UNITY_VOLUMEPROJECTION_INCLUDED
#define ENVMAP_FEATURE_PERFACEINFLUENCE
#define ENVMAP_FEATURE_PERFACEFADE
#define ENVMAP_FEATURE_INFLUENCENORMAL
#include "../LightDefinition.cs.hlsl"
float3x3 WorldToProxySpace(EnvLightData lightData)
{
return transpose(
float3x3(
lightData.proxyRight,
lightData.proxyUp,
lightData.proxyForward
)
); // worldToLocal assume no scaling
}
float3 WorldToProxyPosition(EnvLightData lightData, float3x3 worldToPS, float3 positionWS)
{
float3 positionPS = positionWS - lightData.proxyPositionWS;
positionPS = mul(positionPS, worldToPS).xyz;
return positionPS;
}
float IntersectSphereProxy(EnvLightData lightData, float3 dirPS, float3 positionPS)
{
float sphereOuterDistance = lightData.proxyExtents.x;
float projectionDistance = IntersectRaySphereSimple(positionPS, dirPS, sphereOuterDistance);
projectionDistance = max(projectionDistance, lightData.minProjectionDistance); // Setup projection to infinite if requested (mean no projection shape)
return projectionDistance;
}
float IntersectBoxProxy(EnvLightData lightData, float3 dirPS, float3 positionPS)
{
float3 boxOuterDistance = lightData.proxyExtents;
float projectionDistance = IntersectRayAABBSimple(positionPS, dirPS, -boxOuterDistance, boxOuterDistance);
projectionDistance = max(projectionDistance, lightData.minProjectionDistance); // Setup projection to infinite if requested (mean no projection shape)
return projectionDistance;
}
float InfluenceSphereWeight(EnvLightData lightData, BSDFData bsdfData, float3 positionWS, float3 positionLS, float3 dirLS)
{
float lengthPositionLS = length(positionLS);
float sphereInfluenceDistance = lightData.influenceExtents.x - lightData.blendDistancePositive.x;
float distFade = max(lengthPositionLS - sphereInfluenceDistance, 0.0);
float alpha = saturate(1.0 - distFade / max(lightData.blendDistancePositive.x, 0.0001)); // avoid divide by zero
#if defined(ENVMAP_FEATURE_INFLUENCENORMAL)
float insideInfluenceNormalVolume = lengthPositionLS <= (lightData.influenceExtents.x - lightData.blendNormalDistancePositive.x) ? 1.0 : 0.0;
float insideWeight = InfluenceFadeNormalWeight(bsdfData.normalWS, normalize(positionWS - lightData.capturePositionWS));
alpha *= insideInfluenceNormalVolume ? 1.0 : insideWeight;
#endif
return alpha;
}
float InfluenceBoxWeight(EnvLightData lightData, BSDFData bsdfData, float3 positionWS, float3 positionIS, float3 dirIS)
{
float3 influenceExtents = lightData.influenceExtents;
// 2. Process the position influence
// Calculate falloff value, so reflections on the edges of the volume would gradually blend to previous reflection.
#if defined(ENVMAP_FEATURE_PERFACEINFLUENCE) || defined(ENVMAP_FEATURE_INFLUENCENORMAL) || defined(ENVMAP_FEATURE_PERFACEFADE)
// Distance to each cube face
float3 negativeDistance = influenceExtents + positionIS;
float3 positiveDistance = influenceExtents - positionIS;
#endif
#if defined(ENVMAP_FEATURE_PERFACEINFLUENCE)
// Influence falloff for each face
float3 negativeFalloff = negativeDistance / max(0.0001, lightData.blendDistanceNegative);
float3 positiveFalloff = positiveDistance / max(0.0001, lightData.blendDistancePositive);
// Fallof is the min for all faces
float influenceFalloff = min(
min(min(negativeFalloff.x, negativeFalloff.y), negativeFalloff.z),
min(min(positiveFalloff.x, positiveFalloff.y), positiveFalloff.z));
float alpha = saturate(influenceFalloff);
#else
float distFace = DistancePointBox(positionIS, -influenceExtents + lightData.blendDistancePositive.x, influenceExtents - lightData.blendDistancePositive.x);
float alpha = saturate(1.0 - distFace / max(lightData.blendDistancePositive.x, 0.0001));
#endif
#if defined(ENVMAP_FEATURE_INFLUENCENORMAL)
// 3. Process the normal influence
// Calculate a falloff value to discard normals pointing outward the center of the environment light
float3 belowPositiveInfluenceNormalVolume = positiveDistance / max(0.0001, lightData.blendNormalDistancePositive);
float3 aboveNegativeInfluenceNormalVolume = negativeDistance / max(0.0001, lightData.blendNormalDistanceNegative);
float insideInfluenceNormalVolume = all(belowPositiveInfluenceNormalVolume >= 1.0) && all(aboveNegativeInfluenceNormalVolume >= 1.0) ? 1.0 : 0;
float insideWeight = InfluenceFadeNormalWeight(bsdfData.normalWS, normalize(positionWS - lightData.capturePositionWS));
alpha *= insideInfluenceNormalVolume ? 1.0 : insideWeight;
#endif
#if defined(ENVMAP_FEATURE_PERFACEFADE)
// 4. Fade specific cubemap faces
// For each axes (both positive and negative ones), we want to fade from the center of one face to another
// So we normalized the sample direction (R) and use its component to fade for each axis
// We consider R.x as cos(X) and then fade as angle from 60°(=acos(1/2)) to 75°(=acos(1/4))
// For positive axes: axisFade = (R - 1/4) / (1/2 - 1/4)
// <=> axisFace = 4 * R - 1;
float3 faceFade = saturate((4 * dirIS - 1) * lightData.boxSideFadePositive)
+ saturate((-4 * dirIS - 1) * lightData.boxSideFadeNegative);
alpha *= saturate(faceFade.x + faceFade.y + faceFade.z);
#endif
return alpha;
}
float3x3 WorldToInfluenceSpace(EnvLightData lightData)
{
return transpose(
float3x3(
lightData.influenceRight,
lightData.influenceUp,
lightData.influenceForward
)
); // worldToLocal assume no scaling
}
float3 WorldToInfluencePosition(EnvLightData lightData, float3x3 worldToIS, float3 positionWS)
{
float3 positionIS = positionWS - lightData.influencePositionWS;
positionIS = mul(positionIS, worldToIS).xyz;
return positionIS;
}
#endif // UNITY_VOLUMEPROJECTION_INCLUDED