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146 行
4.6 KiB
146 行
4.6 KiB
using System;
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using UnityEngine;
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using UnityEngine.Rendering;
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public struct ZonalHarmonicsL2
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{
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public float[] coeffs; // Must have the size of 3
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public static ZonalHarmonicsL2 GetHenyeyGreensteinPhaseFunction(float asymmetry)
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{
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float g = asymmetry;
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var zh = new ZonalHarmonicsL2();
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zh.coeffs = new float[3];
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zh.coeffs[0] = 0.5f * Mathf.Sqrt(1.0f / Mathf.PI);
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zh.coeffs[1] = 0.5f * Mathf.Sqrt(3.0f / Mathf.PI) * g;
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zh.coeffs[2] = 0.5f * Mathf.Sqrt(5.0f / Mathf.PI) * g * g;
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return zh;
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}
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public static ZonalHarmonicsL2 GetCornetteShanksPhaseFunction(float asymmetry)
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{
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float g = asymmetry;
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var zh = new ZonalHarmonicsL2();
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zh.coeffs = new float[3];
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zh.coeffs[0] = 0.282095f;
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zh.coeffs[1] = 0.293162f * g * (4.0f + (g * g)) / (2.0f + (g * g));
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zh.coeffs[2] = (0.126157f + 1.44179f * (g * g) + 0.324403f * (g * g) * (g * g)) / (2.0f + (g * g));
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return zh;
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}
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}
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public class SphericalHarmonicMath
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{
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// Ref: "Stupid Spherical Harmonics Tricks", p. 6.
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public static SphericalHarmonicsL2 Convolve(SphericalHarmonicsL2 sh, ZonalHarmonicsL2 zh)
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{
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for (int l = 0; l <= 2; l++)
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{
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float n = Mathf.Sqrt((4.0f * Mathf.PI) / (2 * l + 1));
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float k = zh.coeffs[l];
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float p = n * k;
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for (int m = -l; m <= l; m++)
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{
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int i = l * (l + 1) + m;
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for (int c = 0; c < 3; c++)
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{
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sh[c, i] *= p;
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}
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}
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}
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return sh;
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}
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// Undoes coefficient rescaling due to the convolution with the clamped cosine kernel
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// to obtain the canonical values of SH.
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public static SphericalHarmonicsL2 UndoCosineRescaling(SphericalHarmonicsL2 sh)
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{
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const float c0 = 0.28209479177387814347f; // 1/2 * sqrt(1/Pi)
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const float c1 = 0.32573500793527994772f; // 1/3 * sqrt(3/Pi)
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const float c2 = 0.27313710764801976764f; // 1/8 * sqrt(15/Pi)
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const float c3 = 0.07884789131313000151f; // 1/16 * sqrt(5/Pi)
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const float c4 = 0.13656855382400988382f; // 1/16 * sqrt(15/Pi)
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// Compute the inverse of SphericalHarmonicsL2::kNormalizationConstants.
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// See SetSHEMapConstants() in "Stupid Spherical Harmonics Tricks".
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float[] invNormConsts = { 1/c0, -1/c1, 1/c1, -1/c1, 1/c2, -1/c2, 1/c3, -1/c2, 1/c4 };
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for (int c = 0; c < 3; c++)
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{
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for (int i = 0; i < 9; i++)
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{
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sh[c, i] *= invNormConsts[i];
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}
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}
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return sh;
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}
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// Premultiplies the SH with the polynomial coefficients of SH basis functions,
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// which avoids using any constants during SH evaluation.
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// The resulting evaluation takes the form:
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// (c_0 - c_6) + c_1 y + c_2 z + c_3 x + c_4 x y + c_5 y z + c_6 (3 z^2) + c_7 x z + c_8 (x^2 - y^2)
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public static SphericalHarmonicsL2 PremultiplyCoefficients(SphericalHarmonicsL2 sh)
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{
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const float k0 = 0.28209479177387814347f; // {0, 0} : 1/2 * sqrt(1/Pi)
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const float k1 = 0.48860251190291992159f; // {1, 0} : 1/2 * sqrt(3/Pi)
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const float k2 = 1.09254843059207907054f; // {2,-2} : 1/2 * sqrt(15/Pi)
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const float k3 = 0.31539156525252000603f; // {2, 0} : 1/4 * sqrt(5/Pi)
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const float k4 = 0.54627421529603953527f; // {2, 2} : 1/4 * sqrt(15/Pi)
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float[] ks = { k0, -k1, k1, -k1, k2, -k2, k3, -k2, k4 };
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for (int c = 0; c < 3; c++)
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{
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for (int i = 0; i < 9; i++)
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{
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sh[c, i] *= ks[i];
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}
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}
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return sh;
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}
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// Packs coefficients so that we can use Peter-Pike Sloan's shader code.
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// Does not perform premultiplication with coefficients of SH basis functions.
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// See SetSHEMapConstants() in "Stupid Spherical Harmonics Tricks".
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public static Vector4[] PackCoefficients(SphericalHarmonicsL2 sh)
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{
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Vector4[] coeffs = new Vector4[7];
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// Constant + linear
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for (int c = 0; c < 3; c++)
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{
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coeffs[c].x = sh[c, 3];
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coeffs[c].y = sh[c, 1];
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coeffs[c].z = sh[c, 2];
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coeffs[c].w = sh[c, 0] - sh[c, 6];
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}
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// Quadratic (4/5)
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for (int c = 0; c < 3; c++)
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{
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coeffs[3 + c].x = sh[c, 4];
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coeffs[3 + c].y = sh[c, 5];
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coeffs[3 + c].z = sh[c, 6] * 3.0f;
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coeffs[3 + c].w = sh[c, 7];
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}
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// Quadratic (5)
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coeffs[6].x = sh[0, 8];
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coeffs[6].y = sh[1, 8];
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coeffs[6].z = sh[2, 8];
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coeffs[6].w = 1.0f;
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return coeffs;
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}
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}
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