lygia
/lighting
/light
/spot
)Calculate spot light
Dependencies:
Use:
lightSpot(<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)
#endif
#ifndef LIGHT_INTENSITY
#define LIGHT_INTENSITY 1.0
#endif
#ifndef FNC_LIGHT_SPOT
#define FNC_LIGHT_SPOT
void lightSpot(const in vec3 _diffuseColor, const in vec3 _specularColor, const in vec3 _N, const in vec3 _V, const in float _NoV, const in float _roughness, const in float _f0, out vec3 _diffuse, out vec3 _specular) {
vec3 toLight = LIGHT_POSITION - (SURFACE_POSITION).xyz;
float toLightLength = length(toLight);
vec3 s = toLight/toLightLength;
float angle = acos(dot(-s, light.direction));
float cutoff1 = radians(clamp(light.spotLightCutoff - max(light.spotLightFactor, 0.01), 0.0, 89.9));
float cutoff2 = radians(clamp(light.spotLightCutoff, 0.0, 90.0));
if (angle < cutoff2) {
float dif = diffuseOrenNayar(s, _N, _V, _NoV, _roughness);
float fall = falloff(toLightLength, light.spotLightDistance);
float spec = specularCookTorrance(s, _N, _V, _NoV, _roughness);
_diffuse = LIGHT_INTENSITY * (_diffuseColor * LIGHT_COLOR * dif * fall) * smoothstep(cutoff2, cutoff1, angle);
_specular = LIGHT_INTENSITY * (_specularColor * LIGHT_COLOR * spec * fall) * smoothstep(cutoff2, cutoff1, angle);
}
else {
_diffuse = vec3(0.0);
_specular = vec3(0.0);
}
}
#endif
Dependencies:
lygia
/lighting
/specular
.glsl
lygia
/lighting
/diffuse
.glsl
lygia
/lighting
/light
/falloff
.glsl
lygia
/lighting
/light
/UnityLightingCommon
.glsl
Use:
lightSpot(<float3> _diffuseColor, <float3> _specularColor, <float3> _N, <float3> _V, <float> _NoV, <float> _f0, out <float3> _diffuse, out <float3> _specular)
#ifndef SURFACE_POSITION
#define SURFACE_POSITION float3(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 FNC_LIGHT_SPOT
#define FNC_LIGHT_SPOT
void lightSpot(float3 _diffuseColor, float3 _specularColor, float3 _N, float3 _V, float _NoV, float _roughness, float _f0, out float3 _diffuse, out float3 _specular) {
float3 toLight = LIGHT_POSITION - (SURFACE_POSITION).xyz;
float toLightLength = length(toLight);
float3 s = toLight/toLightLength;
float angle = acos(dot(-s, light.direction));
float cutoff1 = radians(clamp(light.spotLightCutoff - max(light.spotLightFactor, 0.01), 0.0, 89.9));
float cutoff2 = radians(clamp(light.spotLightCutoff, 0.0, 90.0));
if (angle < cutoff2) {
float dif = diffuseOrenNayar(s, _N, _V, _NoV, _roughness);
float fall = falloff(toLightLength, light.spotLightDistance);
float spec = specularCookTorrance(s, _N, _V, _NoV, _roughness);
_diffuse = LIGHT_INTENSITY * (_diffuseColor * LIGHT_COLOR * dif * fall) * smoothstep(cutoff2, cutoff1, angle);
_specular = LIGHT_INTENSITY * (_specularColor * LIGHT_COLOR * spec * fall) * smoothstep(cutoff2, cutoff1, angle);
}
else {
_diffuse = float3(0.0, 0.0, 0.0);
_specular = float3(0.0, 0.0, 0.0);
}
}
#endif
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