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222 行
8.1 KiB
222 行
8.1 KiB
#ifndef UNITY_COMMON_LIGHTING_INCLUDED
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#define UNITY_COMMON_LIGHTING_INCLUDED
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// These clamping function to max of floating point 16 bit are use to prevent INF in code in case of extreme value
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float ClampToFloat16Max(float value)
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{
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return min(value, 65504.0);
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}
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float2 ClampToFloat16Max(float2 value)
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{
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return min(value, 65504.0);
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}
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float3 ClampToFloat16Max(float3 value)
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{
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return min(value, 65504.0);
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}
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float4 ClampToFloat16Max(float4 value)
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{
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return min(value, 65504.0);
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}
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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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// Helper functions
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//-----------------------------------------------------------------------------
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// Performs the mapping of the vector 'v' centered within the axis-aligned cube
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// of dimensions [-1, 1]^3 to a vector centered within the unit sphere.
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// The function expects 'v' to be within the cube (possibly unexpected results otherwise).
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// Ref: http://mathproofs.blogspot.com/2005/07/mapping-cube-to-sphere.html
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float3 MapCubeToSphere(float3 v)
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{
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float3 v2 = v * v;
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float2 vr3 = v2.xy * rcp(3.0);
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return v * sqrt((float3)1.0 - 0.5 * v2.yzx - 0.5 * v2.zxy + vr3.yxx * v2.zzy);
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}
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// Computes the squared magnitude of the vector computed by MapCubeToSphere().
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float ComputeCubeToSphereMapSqMagnitude(float3 v)
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{
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float3 v2 = v * v;
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// Note: dot(v, v) is often computed before this function is called,
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// so the compiler should optimize and use the precomputed result here.
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return dot(v, v) - v2.x * v2.y - v2.y * v2.z - v2.z * v2.x + v2.x * v2.y * v2.z;
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}
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// texelArea = 4.0 / (resolution * resolution).
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// Ref: http://bpeers.com/blog/?itemid=1017
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float ComputeCubemapTexelSolidAngle(float3 L, float texelArea)
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{
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// Stretch 'L' by (1/d) so that it points at a side of a [-1, 1]^2 cube.
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float d = Max3(abs(L.x), abs(L.y), abs(L.z));
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// Since 'L' is a unit vector, we can directly compute its
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// new (inverse) length without dividing 'L' by 'd' first.
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float invDist = d;
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// dw = dA * cosTheta / (dist * dist), cosTheta = 1.0 / dist,
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// where 'dA' is the area of the cube map texel.
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return texelArea * invDist * invDist * invDist;
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}
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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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// Applies SmoothDistanceAttenuation() after transforming the attenuation ellipsoid into a sphere.
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// If r = rsqrt(invSqRadius), then the ellipsoid is defined s.t. r1 = r / invAspectRatio, r2 = r3 = r.
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// The transformation is performed along the major axis of the ellipsoid (corresponding to 'r1').
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// Both the ellipsoid (e.i. 'axis') and 'unL' should be in the same coordinate system.
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// 'unL' should be computed from the center of the ellipsoid.
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float GetEllipsoidalDistanceAttenuation(float3 unL, float invSqRadius,
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float3 axis, float invAspectRatio)
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{
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// Project the unnormalized light vector onto the axis.
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float projL = dot(unL, axis);
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// Transform the light vector instead of transforming the ellipsoid.
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float diff = projL - projL * invAspectRatio;
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unL -= diff * axis;
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float sqDist = dot(unL, unL);
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return SmoothDistanceAttenuation(sqDist, invSqRadius);
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}
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// Applies SmoothDistanceAttenuation() using the axis-aligned ellipsoid of the given dimensions.
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// Both the ellipsoid and 'unL' should be in the same coordinate system.
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// 'unL' should be computed from the center of the ellipsoid.
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float GetEllipsoidalDistanceAttenuation(float3 unL, float3 invHalfDim)
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{
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// Transform the light vector so that we can work with
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// with the ellipsoid as if it was a unit sphere.
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unL *= invHalfDim;
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float sqDist = dot(unL, unL);
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return SmoothDistanceAttenuation(sqDist, 1.0);
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}
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// Applies SmoothDistanceAttenuation() after mapping the axis-aligned box to a sphere.
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// If the diagonal of the box is 'd', invHalfDim = rcp(0.5 * d).
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// Both the box and 'unL' should be in the same coordinate system.
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// 'unL' should be computed from the center of the box.
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float GetBoxDistanceAttenuation(float3 unL, float3 invHalfDim)
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{
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// Transform the light vector so that we can work with
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// with the box as if it was a [-1, 1]^2 cube.
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unL *= invHalfDim;
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// Our algorithm expects the input vector to be within the cube.
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if (Max3(abs(unL.x), abs(unL.y), abs(unL.z)) > 1.0) return 0.0;
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float sqDist = ComputeCubeToSphereMapSqMagnitude(unL);
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return SmoothDistanceAttenuation(sqDist, 1.0);
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}
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//-----------------------------------------------------------------------------
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// IES Helper
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//-----------------------------------------------------------------------------
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float2 GetIESTextureCoordinate(float3x3 lightToWord, float3 L)
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{
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// IES need to be sample in light space
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float3 dir = mul(lightToWord, -L); // Using matrix on left side do a transpose
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// convert to spherical coordinate
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float2 sphericalCoord; // .x is theta, .y is phi
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// Texture is encoded with cos(phi), scale from -1..1 to 0..1
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sphericalCoord.y = (dir.z * 0.5) + 0.5;
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float theta = atan2(dir.y, dir.x);
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sphericalCoord.x = theta * INV_TWO_PI;
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return sphericalCoord;
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}
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//-----------------------------------------------------------------------------
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// Helper functions
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//-----------------------------------------------------------------------------
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// NdotV should not be negative for visible pixels, but it can happen due to the
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// perspective projection and the normal mapping + decals. In that case, the normal
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// should be modified to become valid (i.e facing the camera) to avoid weird artifacts.
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// Note: certain applications (e.g. SpeedTree) make use of double-sided lighting.
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// This will potentially reduce the length of the normal at edges of geometry.
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float GetShiftedNdotV(inout float3 N, float3 V, bool twoSided)
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{
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float NdotV = dot(N, V);
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float limit = rcp(256.0); // Determined mostly by the quality of the G-buffer normal encoding
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if (!twoSided && NdotV < limit)
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{
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// We do not renormalize the normal because { abs(length(N) - 1.0) < limit }.
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N += (-NdotV + limit) * V;
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NdotV = limit;
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}
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return NdotV;
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}
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// Generates an orthonormal basis from a unit vector.
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float3x3 GetLocalFrame(float3 localZ)
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{
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float3 upVector = abs(localZ.z) < 0.999 ? float3(0.0, 0.0, 1.0) : float3(1.0, 0.0, 0.0);
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float3 localX = normalize(cross(upVector, localZ));
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float3 localY = cross(localZ, localX);
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return float3x3(localX, localY, localZ);
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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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