// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved. /*============================================================================= DynamicLightingCommon.usf: Contains functions shared by dynamic light shaders. =============================================================================*/ /** * Returns a radial attenuation factor for a point light. * WorldLightVector is the vector from the position being shaded to the light, divided by the radius of the light. */ float RadialAttenuation(float3 WorldLightVector, half FalloffExponent) { float NormalizeDistanceSquared = dot(WorldLightVector, WorldLightVector); // UE3 (fast, but now we not use the default of 2 which looks quite bad): return pow(1.0f - saturate(NormalizeDistanceSquared), FalloffExponent); // new UE4 (more physically correct but slower and has a more noticable cutoff ring in the dark): // AttenFunc(x) = 1 / (x * x + 1) // derived: InvAttenFunc(y) = sqrtf(1 / y - 1) // FalloffExponent is ignored // the following code is a normalized (scaled and biased f(0)=1 f(1)=0) and optimized /* // light less than x % is considered 0 // 20% produces a bright sphere, 5 % is ok for performance, 8% looks close to the old one, smaller numbers would be more realistic but then the attenuation radius also should be increased. // we can expose CutoffPercentage later, alternatively we also can compute the attenuation radius from the CutoffPercentage and the brightness const float CutoffPercentage = 5.0f; float CutoffFraction = CutoffPercentage * 0.01f; // those could be computed on C++ side float PreCompX = 1.0f - CutoffFraction; float PreCompY = CutoffFraction; float PreCompZ = CutoffFraction / PreCompX; return (1 / ( NormalizeDistanceSquared * PreCompX + PreCompY) - 1) * PreCompZ; */ } /** * Calculates attenuation for a spot light. * L normalize vector to light. * SpotDirection is the direction of the spot light. * SpotAngles.x is CosOuterCone, SpotAngles.y is InvCosConeDifference. */ float SpotAttenuation(float3 L, float3 SpotDirection, float2 SpotAngles) { float ConeAngleFalloff = Square(saturate((dot(L, -SpotDirection) - SpotAngles.x) * SpotAngles.y)); return ConeAngleFalloff; } /** Calculates radial and spot attenuation. */ float CalcLightAttenuation(float3 WorldPosition, out float3 WorldLightVector) { WorldLightVector = DeferredLightUniforms.NormalizedLightDirection; float DistanceAttenuation = 1; #if RADIAL_ATTENUATION WorldLightVector = DeferredLightUniforms.LightPosition - WorldPosition; float DistanceSqr = dot( WorldLightVector, WorldLightVector ); // TODO Line segment falloff // Sphere falloff (technically just 1/d2 but this avoids inf) DistanceAttenuation = 1 / ( DistanceSqr + 1 ); float LightRadiusMask = Square( saturate( 1 - Square( DistanceSqr * DeferredLightUniforms.LightInvRadius * DeferredLightUniforms.LightInvRadius ) ) ); DistanceAttenuation *= LightRadiusMask; #if !INVERSE_SQUARED_FALLOFF DistanceAttenuation = RadialAttenuation(WorldLightVector * DeferredLightUniforms.LightInvRadius, DeferredLightUniforms.LightFalloffExponent); #endif #endif float SpotFalloff = 1; #if RADIAL_ATTENUATION SpotFalloff = SpotAttenuation( normalize(WorldLightVector), -DeferredLightUniforms.NormalizedLightDirection, DeferredLightUniforms.SpotAngles); #endif return SpotFalloff * DistanceAttenuation; } float3 GetNormalizedLightVector(float3 WorldPosition) { // assumed to be normalized float3 Ret = DeferredLightUniforms.NormalizedLightDirection; #if RADIAL_ATTENUATION Ret = normalize(DeferredLightUniforms.LightPosition - WorldPosition); #endif return Ret; }