lygia
/lighting
/light
/falloff
)Light Falloff equation, based on the model in Brian Karis' paper "Real Shading in Unreal Engine 4"
Dependencies:
Use:
float falloff(float dist, float lightRadius)
#ifndef FNC_LIGHT_FALLOFF
#define FNC_LIGHT_FALLOFF
float falloff(float dist, float lightRadius) {
float dr = dist/lightRadius;
float att = saturate(1.0 - dr*dr*dr*dr);
att *= att;
return att / (dist * dist + EPSILON);
}
#endif
Dependencies:
Use:
float falloff(float dist, float lightRadius)
#ifndef FNC_LIGHT_FALLOFF
#define FNC_LIGHT_FALLOFF
float falloff(float dist, float lightRadius) {
float dr = dist/lightRadius;
float att = saturate(1.0 - dr*dr*dr*dr);
att *= att;
return att / (dist * dist + EPSILON);
}
#endif
MIT License (MIT) Copyright (c) 2024 Shadi EL Hajj
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