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129 行
5.5 KiB
129 行
5.5 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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// For our isotropic area lights which expect radiance(W / (sr* m^2)) in the shader:
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// power = Integral{area, Integral{hemisphere, radiance * <N, L>}},
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// power = area * Pi * radiance,
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// radiance = power / (area * Pi).
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// We use photometric unit, so radiance is luminance and power is luminous power
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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 ConvertPointLightLumenToCandela(float intensity)
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{
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return intensity / (4.0f * Mathf.PI);
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}
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// convert intensity (candela) to lumen
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public static float ConvertPointLightCandelaToLumen(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 ConvertSpotLightLumenToCandela(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 ConvertFrustrumLightLumenToCandela(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 ConvertSphereLightLumenToLuminance(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 (nits) to lumen
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public static float ConvertSphereLightLuminanceToLumen(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 ConvertDiscLightLumenToLuminance(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 (nits) to lumen
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public static float ConvertDiscLightLuminanceToLumen(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 ConvertRectLightLumenToLuminance(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 (nits) to lumen
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public static float ConvertRectLightLuminanceToLumen(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 CalculateLineLightLumenToLuminance(float intensity, float lineWidth)
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{
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//Line lights expect radiance (W / (sr * m^2)) in the shader.
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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 radiance:
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//radiance = differential_power / (differrential_projected_area * differential_solid_angle),
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//radiance = differential_power / (differrential_area * differential_solid_angle * <N, L>),
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//power = Integral{area, Integral{hemisphere, radiance * <N, L>}}.
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//Unlike tube lights, our line lights have no surface area, so the integral becomes:
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//power = Integral{length, Integral{sphere, radiance}}.
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//For an isotropic line light, radiance is constant, therefore:
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//power = length * (4 * Pi) * radiance,
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//radiance = power / (length * (4 * Pi)).
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return intensity / (4.0f * Mathf.PI * lineWidth);
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}
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public static float CalculateLineLightLuminanceToLumen(float intensity, float lineWidth)
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{
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return intensity * (4.0f * Mathf.PI * lineWidth);
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}
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public static void CalculateAnglesForPyramid(float aspectRatio, float spotAngle, out float angleA, out float angleB)
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{
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// Since the smallest angles is = to the fov, and we don't care of the angle order, simply make sure the aspect ratio is > 1
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if (aspectRatio < 1.0f)
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aspectRatio = 1.0f / aspectRatio;
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angleA = spotAngle * Mathf.Deg2Rad;
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var halfAngle = angleA * 0.5f; // half of the smallest angle
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var length = Mathf.Tan(halfAngle); // half length of the smallest side of the rectangle
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length *= aspectRatio; // half length of the bigest side of the rectangle
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halfAngle = Mathf.Atan(length); // half of the bigest angle
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angleB = halfAngle * 2.0f;
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}
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}
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}
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