lygia
/lighting
/light
/point
)calculate point light
Dependencies:
lygia
/lighting
/specular
.glsl
lygia
/lighting
/diffuse
.glsl
lygia
/lighting
/shadow
.glsl
lygia
/lighting
/light
/falloff
.glsl
Use:
lightPoint(<vec3> _diffuseColor, <vec3> _specularColor, <vec3> _N, <vec3> _V, <float> _NoV, <float> _f0, out <vec3> _diffuse, out <vec3> _specular)
#ifndef SURFACE_POSITION
#define SURFACE_POSITION vec3(0.0, 0.0, 0.0)
#endif
#ifndef LIGHT_POSITION
#define LIGHT_POSITION vec3(0.0, 10.0, -50.0)
#endif
#ifndef LIGHT_COLOR
#define LIGHT_COLOR vec3(0.5, 0.5, 0.5)
#endif
#ifndef LIGHT_INTENSITY
#define LIGHT_INTENSITY 1.0
#endif
#ifndef LIGHT_FALLOFF
#define LIGHT_FALLOFF 0.0
#endif
#ifndef STR_LIGHT_POINT
#define STR_LIGHT_POINT
struct LightPoint {
vec3 position;
vec3 color;
float intensity;
#ifdef LIGHT_FALLOFF
float falloff;
#endif
// Cache
vec3 direction;
float dist;
float shadow;
};
#endif
#ifndef FNC_LIGHT_POINT
#define FNC_LIGHT_POINT
void lightPoint(
const in vec3 _diffuseColor, const in vec3 _specularColor,
const in vec3 _V,
const in vec3 _Lp, const in vec3 _Ld, const in vec3 _Lc, const in float _Li, const in float _Ldist, const in float _Lof,
const in vec3 _N, const in float _NoV, const in float _NoL, const in float _roughness, const in float _f0,
inout vec3 _diffuse, inout vec3 _specular) {
float dif = diffuse(_Ld, _N, _V, _NoV, _NoL, _roughness);// * INV_PI;
float spec = specular(_Ld, _N, _V, _NoV, _NoL, _roughness, _f0);
vec3 lightContribution = _Lc * _Li;
#ifdef LIGHT_FALLOFF
if (_Lof > 0.0)
lightContribution *= falloff(_Ldist, _Lof);
#endif
_diffuse += max(vec3(0.0), _diffuseColor * lightContribution * dif);
_specular += max(vec3(0.0), _specularColor * lightContribution * spec);
}
#ifdef STR_MATERIAL
void lightPoint(
const in vec3 _diffuseColor, const in vec3 _specularColor,
LightPoint _L, const in Material _mat,
inout vec3 _diffuse, inout vec3 _specular)
{
float f0 = max(_mat.f0.r, max(_mat.f0.g, _mat.f0.b));
float NoL = dot(_mat.normal, _L.direction);
lightPoint( _diffuseColor, _specularColor,
_mat.V,
_L.position, _L.direction, _L.color, _L.intensity, _L.dist, _L.falloff,
_mat.normal, _mat.NoV, NoL, _mat.roughness, f0,
_diffuse, _specular);
// TODO:
// - make sure that the shadow use a perspective projection
#ifdef SHADING_MODEL_SUBSURFACE
vec3 h = normalize(_mat.V + _L.direction);
float NoH = saturate(dot(_mat.normal, h));
float LoH = saturate(dot(_L.direction, h));
float scatterVoH = saturate(dot(_mat.V, -_L.direction));
float forwardScatter = exp2(scatterVoH * _mat.subsurfacePower - _mat.subsurfacePower);
float backScatter = saturate(NoL * _mat.thickness + (1.0 - _mat.thickness)) * 0.5;
float subsurface = mix(backScatter, 1.0, forwardScatter) * (1.0 - _mat.thickness);
_diffuse += _mat.subsurfaceColor * (subsurface * diffuseLambert());
#endif
}
#endif
#endif
Dependencies:
lygia
/lighting
/specular
.glsl
lygia
/lighting
/diffuse
.glsl
lygia
/lighting
/light
/falloff
.glsl
lygia
/lighting
/light
/UnityLightingCommon
.glsl
Use:
lightPoint(<float3> _diffuseColor, <float3> _specularColor, <float3> _N, <float3> _V, <float> _NoV, <float> _f0, out <float3> _diffuse, out <float3> _specular)
#ifndef SURFACE_POSITION
#define SURFACE_POSITION float(0.0, 0.0, 0.0)
#endif
#ifndef LIGHT_POSITION
#if defined(UNITY_COMPILER_HLSL)
#define LIGHT_POSITION _WorldSpaceLightPos0.xyz
#else
#define LIGHT_POSITION float3(0.0, 10.0, -50.0)
#endif
#endif
#ifndef LIGHT_COLOR
#if defined(UNITY_COMPILER_HLSL)
#define LIGHT_COLOR _LightColor0.rgb
#else
#define LIGHT_COLOR float3(0.5, 0.5, 0.5)
#endif
#endif
#ifndef LIGHT_INTENSITY
#define LIGHT_INTENSITY 1.0
#endif
#ifndef LIGHT_FALLOFF
#define LIGHT_FALLOFF 0.0
#endif
#ifndef FNC_LIGHT_POINT
#define FNC_LIGHT_POINT
void lightPoint(float3 _diffuseColor, float3 _specularColor, float3 _N, float3 _V, float _NoV, float _roughness, float _f0, float _shadow, inout float3 _diffuse, inout float3 _specular) {
float3 toLight = LIGHT_POSITION - (SURFACE_POSITION).xyz;
float toLightLength = length(toLight);
float3 s = toLight/toLightLength;
float NoL = dot(_N, s);
float dif = diffuse(s, _N, _V, _NoV, NoL, _roughness);// * INV_PI;
float spec = specular(s, _N, _V, _NoV, NoL, _roughness, _f0);
float3 lightContribution = LIGHT_COLOR * LIGHT_INTENSITY * _shadow;
#ifdef LIGHT_FALLOFF
if (LIGHT_FALLOFF > 0.0)
lightContribution *= falloff(toLightLength, LIGHT_FALLOFF);
#endif
_diffuse += _diffuseColor * lightContribution * dif;
_specular += _specularColor * lightContribution * spec;
}
void lightPoint(float3 _diffuseColor, float3 _specularColor, float3 _N, float3 _V, float _NoV, float _roughness, float _f0, inout float3 _diffuse, inout float3 _specular) {
lightPoint(_diffuseColor, _specularColor, _N, _V, _NoV, _roughness, _f0, 1.0, _diffuse, _specular);
}
#endif
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