lygia
/lighting
/raymarch
/ao
)Calculate Ambient Occlusion. See calcAO in https://www.shadertoy.com/view/lsKcDD
Dependencies:
Use:
<float> raymarchAO( in <vec3> pos, in <vec3> nor )
#ifndef RAYMARCH_AO_SAMPLES
#define RAYMARCH_AO_SAMPLES 5
#endif
#ifndef RAYMARCH_AO_INTENSITY
#define RAYMARCH_AO_INTENSITY 1.0
#endif
#ifndef RAYMARCH_AO_MIN_DIST
#define RAYMARCH_AO_MIN_DIST 0.001
#endif
#ifndef RAYMARCH_AO_MAX_DIST
#define RAYMARCH_AO_MAX_DIST 0.2
#endif
#ifndef RAYMARCH_AO_FALLOFF
#define RAYMARCH_AO_FALLOFF 0.95
#endif
#ifndef FNC_RAYMARCH_AO
#define FNC_RAYMARCH_AO
float raymarchAO(in vec3 pos, in vec3 nor) {
float occ = 0.0;
float sca = 1.0;
const float samplesFactor = 1.0 / float(RAYMARCH_AO_SAMPLES-1);
for (int i = 0; i < RAYMARCH_AO_SAMPLES; i++) {
float h = RAYMARCH_AO_MIN_DIST + RAYMARCH_AO_MAX_DIST * float(i) * samplesFactor;
float d = RAYMARCH_MAP_FNC(pos + h * nor).sdf;
occ += (h - d) * sca;
sca *= RAYMARCH_AO_FALLOFF;
}
return saturate(1.0 - RAYMARCH_AO_INTENSITY * occ);
}
#endif
Dependencies:
Use:
<float> raymarchAO( in <float3> pos, in <float3> nor )
#ifndef RAYMARCH_AO_SAMPLES
#define RAYMARCH_AO_SAMPLES 5
#endif
#ifndef RAYMARCH_AO_INTENSITY
#define RAYMARCH_AO_INTENSITY 1.0
#endif
#ifndef RAYMARCH_AO_MIN_DIST
#define RAYMARCH_AO_MIN_DIST 0.001
#endif
#ifndef RAYMARCH_AO_MAX_DIST
#define RAYMARCH_AO_MAX_DIST 0.2
#endif
#ifndef RAYMARCH_AO_FALLOFF
#define RAYMARCH_AO_FALLOFF 0.95
#endif
#ifndef FNC_RAYMARCH_AO
#define FNC_RAYMARCH_AO
float raymarchAO(in float3 pos, in float3 nor) {
float occ = 0.0;
float sca = 1.0;
const float samplesFactor = 1.0 / float(RAYMARCH_AO_SAMPLES-1);
for (int i = 0; i < RAYMARCH_AO_SAMPLES; i++) {
float h = RAYMARCH_AO_MIN_DIST + RAYMARCH_AO_MAX_DIST * float(i) * samplesFactor;
float d = RAYMARCH_MAP_FNC(pos + h * nor).sdf;
occ += (h - d) * sca;
sca *= RAYMARCH_AO_FALLOFF;
}
return saturate(1.0 - RAYMARCH_AO_INTENSITY * occ);
}
#endif
Dependencies:
Use:
<float> raymarchAO( in <float3> pos, in <float3> nor )
#ifndef RAYMARCH_SAMPLES_AO
#define RAYMARCH_SAMPLES_AO 5
#endif
#ifndef RAYMARCH_MAP_FNC
#define RAYMARCH_MAP_FNC(POS) raymarchMap(POS)
#endif
#ifndef RAYMARCH_MAP_DISTANCE
#define RAYMARCH_MAP_DISTANCE w
#endif
#ifndef FNC_RAYMARCH_AO
#define FNC_RAYMARCH_AO
inline __host__ __device__ float raymarchAO(const float3& pos, const float3& nor ) {
float occ = 0.0f;
float sca = 1.0f;
for( int i = 0; i < RAYMARCH_SAMPLES_AO; i++ ) {
float hr = 0.01f + 0.12f * float(i) * 0.2f;
float dd = RAYMARCH_MAP_FNC( hr * nor + pos ).RAYMARCH_MAP_DISTANCE;
occ += (hr - dd) * sca;
sca *= 0.9f;
if( occ > 0.35f )
break;
}
return clamp( 1.0f - 3.0f * occ, 0.0f, 1.0f) * (0.5f + 0.5f * nor.y);
}
#endif
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