lygia
/v1.1.4
/lighting
/light
/directional
)calculate directional light
Dependencies:
lygia
/v1.1.4
/lighting
/specular
.glsl
lygia
/v1.1.4
/lighting
/diffuse
.glsl
lygia
/v1.1.4
/lighting
/light
/falloff
.glsl
Use:
lightDirectional(<vec3> _diffuseColor, <vec3> _specularColor, <vec3> _N, <vec3> _V, <float> _NoV, <float> _f0, out <vec3> _diffuse, out <vec3> _specular)
#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:
lygia
/v1.1.4
/lighting
/specular
.glsl
lygia
/v1.1.4
/lighting
/diffuse
.glsl
lygia
/v1.1.4
/lighting
/light
/falloff
.glsl
lygia
/v1.1.4
/lighting
/light
/UnityLightingCommon
.glsl
Use:
lightDirectional(<float3> _diffuseColor, <float3> _specularColor, <float3> _N, <float3> _V, <float> _NoV, <float> _f0, out <float3> _diffuse, out <float3> _specular)
#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
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