lygia
/lighting
/iridescence
)based on the picture in http://home.hiroshima-u.ac.jp/kin/publications/TVC01/examples.pdf
Dependencies:
Use:
<vec3> iridescence(<float> angle, <float> thickness)
#ifndef FNC_IRIDESCENCE
#define FNC_IRIDESCENCE
vec3 iridescence(float cosA, float thickness) {
// typically the dot product of normal with eye ray
float NxV = cosA;
// energy of spectral colors
float lum = 0.05064;
// basic energy of light
float luma = 0.01070;
// tint of the final color
vec3 tint = vec3(0.7333,0.89804,0.94902);
// vec3 tint = vec3(0.49639,0.78252,0.88723);
// interference rate at minimum angle
float interf0 = 2.4;
// phase shift rate at minimum angle
float phase0 = 1.0 / 2.8;
// interference rate at maximum angle
float interf1 = interf0 * 4.0 / 3.0;
// phase shift rate at maximum angle
float phase1 = phase0;
// fresnel (most likely completely wrong)
float f = (NxV) * (NxV);
float interf = mix(interf0, interf1, f);
float phase = mix(phase0, phase1, f);
float dp = (NxV + 1.0) * 0.5;
// film hue
vec3 hue = mix( hue(thickness * interf0 + dp, thickness * phase0),
hue(thickness * interf1 + 0.1 + dp, thickness * phase1),
f);
vec3 film = hue * lum + vec3(0.49639,0.78252,0.88723) * luma;
return (film * 3.0 + pow(f, 12.0)) * tint;
}
#endif
Dependencies:
Use:
<float3> iridescence(<float> angle, <float> thickness)
#ifndef FNC_IRIDESCENCE
#define FNC_IRIDESCENCE
float3 iridescence(float cosA, float thickness) {
// typically the dot product of normal with eye ray
float NxV = cosA;
// energy of spectral colors
float lum = 0.05064;
// basic energy of light
float luma = 0.01070;
// tint of the final color
float3 tint = float3(0.7333, 0.89804, 0.94902);
// float3 tint = float3(0.49639,0.78252,0.88723);
// interference rate at minimum angle
float interf0 = 2.4;
// phase shift rate at minimum angle
float phase0 = 1.0 / 2.8;
// interference rate at maximum angle
float interf1 = interf0 * 4.0 / 3.0;
// phase shift rate at maximum angle
float phase1 = phase0;
// fresnel (most likely completely wrong)
float f = (NxV) * (NxV);
float interf = lerp(interf0, interf1, f);
float phase = lerp(phase0, phase1, f);
float dp = (NxV + 1.0) * 0.5;
// film hue
float3 filmhue = lerp(hue(thickness * interf0 + dp, thickness * phase0),
hue(thickness * interf1 + 0.1 + dp, thickness * phase1),
f);
float3 film = filmhue * lum + float3(0.49639, 0.78252, 0.88723) * luma;
return (film * 3.0 + pow(f, 12.0)) * tint;
}
#endif
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