lygia
/v1.1.4
/lighting
/light
/point
)calculate point 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:
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 FNC_LIGHT_POINT
#define FNC_LIGHT_POINT
void lightPoint(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) {
vec3 toLight = LIGHT_POSITION - (SURFACE_POSITION).xyz;
float toLightLength = length(toLight);
vec3 s = toLight/toLightLength;
float NoL = dot(_N, s);
float dif = diffuse(s, _N, _V, _NoV, NoL, _roughness);// * ONE_OVER_PI;
float spec = specular(s, _N, _V, _NoV, NoL, _roughness, _f0);
vec3 lightContribution = LIGHT_COLOR * LIGHT_INTENSITY * _shadow;
#ifdef LIGHT_FALLOFF
if (LIGHT_FALLOFF > 0.0)
lightContribution *= falloff(toLightLength, LIGHT_FALLOFF);
#endif
_diffuse += max(vec3(0.0), _diffuseColor * lightContribution * dif);
_specular += max(vec3(0.0), _specularColor * lightContribution * spec);
}
void lightPoint(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, inout vec3 _diffuse, inout vec3 _specular) {
lightPoint(_diffuseColor, _specularColor, _N, _V, _NoV, _roughness, _f0, 1.0, _diffuse, _specular);
}
#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:
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);// * ONE_OVER_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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