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