LYGIA Shader Library

directional (lygia/v1.1.4/lighting/light/directional)

calculate directional light

Dependencies:

Use:

lightDirectional(<vec3> _diffuseColor, <vec3> _specularColor, <vec3> _N, <vec3> _V, <float> _NoV, <float> _f0, out <vec3> _diffuse, out <vec3> _specular)

Check it on Github



#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_DIRECTIONAL
#define FNC_LIGHT_DIRECTIONAL
void lightDirectional(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, const in float _shadow, inout vec3 _diffuse, inout vec3 _specular) {
    #ifdef LIGHT_DIRECTION
    vec3    D = normalize(LIGHT_DIRECTION);
    #else 
    vec3    D = normalize(LIGHT_POSITION);
    #endif
    float NoL = dot(_N, D);
    float dif = diffuse(D, _N, _V, _NoV, NoL, _roughness);
    float spec = specular(D, _N, _V, _NoV, NoL, _roughness, _f0);
    _diffuse  += max(vec3(0.0), LIGHT_INTENSITY * (_diffuseColor * LIGHT_COLOR * dif) * _shadow);
    _specular += max(vec3(0.0), LIGHT_INTENSITY * (_specularColor * LIGHT_COLOR * spec) * _shadow);
}
#endif

Dependencies:

Use:

lightDirectional(<float3> _diffuseColor, <float3> _specularColor, <float3> _N, <float3> _V, <float> _NoV, <float> _f0, out <float3> _diffuse, out <float3> _specular)

Check it on Github



#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_DIRECTIONAL
#define FNC_LIGHT_DIRECTIONAL

void lightDirectional(float3 _diffuseColor, float3 _specularColor, float3 _N, float3 _V, float _NoV, float _roughness, float _f0, float _shadow, inout float3 _diffuse, inout float3 _specular) {
    #ifdef LIGHT_DIRECTION
    float3 s = normalize(LIGHT_DIRECTION);
    #else 
    float3 s = normalize(LIGHT_POSITION);
    #endif
    float NoL = dot(_N, s);
    float dif = diffuseOrenNayar(s, _N, _V, _NoV, NoL, _roughness);
    float spec = specularCookTorrance(s, _N, _V, _NoV, NoL, _roughness, _f0);
    _diffuse += max(0.0, LIGHT_INTENSITY * (_diffuseColor * LIGHT_COLOR * dif) * _shadow);
    _specular += max(0.0, LIGHT_INTENSITY * (_specularColor * LIGHT_COLOR * spec) * _shadow);
}

// void lightDirectional(float3 _diffuseColor, float3 _specularColor, float3 _N, float3 _V, float _NoV, float _roughness, float _f0, inout float3 _diffuse, inout float3 _specular) {
//     return lightDirectional(_diffuseColor, _specularColor, _N, _V, _NoV, _roughness, _f0, 1.0, _diffuse, _specular);
// }

#endif

LYGIA is dual-licensed under the Prosperity License and the Patron License for sponsors and contributors.

Sponsors and contributors are automatically added to the Patron License and they can ignore the any non-commercial rule of the Prosperity Licensed software (please take a look to the exception).

It's also possible to get a permanent comercial license hook to a single and specific version of LYGIA.

Get the latest news and releases

Sign up for the news letter bellow, joing the LYGIA's channel on Discord or follow the Github repository