437 lines
15 KiB
HLSL
437 lines
15 KiB
HLSL
#ifndef UNITY_AREA_LIGHTING_INCLUDED
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#define UNITY_AREA_LIGHTING_INCLUDED
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#define APPROXIMATE_POLY_LIGHT_AS_SPHERE_LIGHT
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#define APPROXIMATE_SPHERE_LIGHT_NUMERICALLY
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// 'sinSqSigma' is the sine^2 of the half-angle subtended by the sphere (aperture) as seen from the shaded point.
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// 'cosOmega' is the cosine of the angle between the normal and the direction to the center of the light.
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// This function performs horizon clipping.
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real DiffuseSphereLightIrradiance(real sinSqSigma, real cosOmega)
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{
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#ifdef APPROXIMATE_SPHERE_LIGHT_NUMERICALLY
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real x = sinSqSigma;
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real y = cosOmega;
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// Use a numerical fit found in Mathematica. Mean absolute error: 0.00476944.
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// You can use the following Mathematica code to reproduce our results:
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// t = Flatten[Table[{x, y, f[x, y]}, {x, 0, 0.999999, 0.001}, {y, -0.999999, 0.999999, 0.002}], 1]
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// m = NonlinearModelFit[t, x * (y + e) * (0.5 + (y - e) * (a + b * x + c * x^2 + d * x^3)), {a, b, c, d, e}, {x, y}]
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return saturate(x * (0.9245867471551246 + y) * (0.5 + (-0.9245867471551246 + y) * (0.5359050373687144 + x * (-1.0054221851257754 + x * (1.8199061187417047 - x * 1.3172081704209504)))));
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#else
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#if 0 // Ref: Area Light Sources for Real-Time Graphics, page 4 (1996).
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real sinSqOmega = saturate(1 - cosOmega * cosOmega);
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real cosSqSigma = saturate(1 - sinSqSigma);
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real sinSqGamma = saturate(cosSqSigma / sinSqOmega);
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real cosSqGamma = saturate(1 - sinSqGamma);
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real sinSigma = sqrt(sinSqSigma);
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real sinGamma = sqrt(sinSqGamma);
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real cosGamma = sqrt(cosSqGamma);
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real sigma = asin(sinSigma);
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real omega = acos(cosOmega);
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real gamma = asin(sinGamma);
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if (omega >= HALF_PI + sigma)
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{
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// Full horizon occlusion (case #4).
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return 0;
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}
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real e = sinSqSigma * cosOmega;
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UNITY_BRANCH
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if (omega < HALF_PI - sigma)
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{
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// No horizon occlusion (case #1).
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return e;
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}
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else
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{
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real g = (-2 * sqrt(sinSqOmega * cosSqSigma) + sinGamma) * cosGamma + (HALF_PI - gamma);
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real h = cosOmega * (cosGamma * sqrt(saturate(sinSqSigma - cosSqGamma)) + sinSqSigma * asin(saturate(cosGamma / sinSigma)));
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if (omega < HALF_PI)
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{
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// Partial horizon occlusion (case #2).
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return saturate(e + INV_PI * (g - h));
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}
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else
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{
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// Partial horizon occlusion (case #3).
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return saturate(INV_PI * (g + h));
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}
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}
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#else // Ref: Moving Frostbite to Physically Based Rendering, page 47 (2015, optimized).
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real cosSqOmega = cosOmega * cosOmega; // y^2
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UNITY_BRANCH
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if (cosSqOmega > sinSqSigma) // (y^2)>x
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{
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return saturate(sinSqSigma * cosOmega); // Clip[x*y,{0,1}]
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}
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else
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{
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real cotSqSigma = rcp(sinSqSigma) - 1; // 1/x-1
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real tanSqSigma = rcp(cotSqSigma); // x/(1-x)
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real sinSqOmega = 1 - cosSqOmega; // 1-y^2
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real w = sinSqOmega * tanSqSigma; // (1-y^2)*(x/(1-x))
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real x = -cosOmega * rsqrt(w); // -y*Sqrt[(1/x-1)/(1-y^2)]
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real y = sqrt(sinSqOmega * tanSqSigma - cosSqOmega); // Sqrt[(1-y^2)*(x/(1-x))-y^2]
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real z = y * cotSqSigma; // Sqrt[(1-y^2)*(x/(1-x))-y^2]*(1/x-1)
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real a = cosOmega * acos(x) - z; // y*ArcCos[-y*Sqrt[(1/x-1)/(1-y^2)]]-Sqrt[(1-y^2)*(x/(1-x))-y^2]*(1/x-1)
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real b = atan(y); // ArcTan[Sqrt[(1-y^2)*(x/(1-x))-y^2]]
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return saturate(INV_PI * (a * sinSqSigma + b));
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}
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#endif
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#endif
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}
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// The output is *not* normalized by the factor of 1/TWO_PI (this is done by the PolygonFormFactor function).
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real3 ComputeEdgeFactor(real3 V1, real3 V2)
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{
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real subtendedAngle;
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real V1oV2 = dot(V1, V2);
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real3 V1xV2 = cross(V1, V2); // Plane normal (tangent to the unit sphere)
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real sqLen = saturate(1 - V1oV2 * V1oV2); // length(V1xV2) = abs(sin(angle))
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real rcpLen = rsqrt(max(FLT_MIN, sqLen)); // Make sure it is finite
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#if 0
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real y = rcpLen * acos(V1oV2);
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#else
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// Let y[x_] = ArcCos[x] / Sqrt[1 - x^2].
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// Range reduction: since ArcCos[-x] == Pi - ArcCos[x], we only need to consider x on [0, 1].
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real x = abs(V1oV2);
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// Limit[y[x], x -> 1] == 1,
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// Limit[y[x], x -> 0] == Pi/2.
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// The approximation is exact at the endpoints of [0, 1].
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// Max. abs. error on [0, 1] is 1.33e-6 at x = 0.0036.
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// Max. rel. error on [0, 1] is 8.66e-7 at x = 0.0037.
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real y = HALF_PI + x * (-0.99991 + x * (0.783393 + x * (-0.649178 + x * (0.510589 + x * (-0.326137 + x * (0.137528 + x * -0.0270813))))));
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if (V1oV2 < 0)
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{
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y = rcpLen * PI - y;
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}
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#endif
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return V1xV2 * y;
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}
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// Input: 3-5 vertices in the coordinate frame centered at the shaded point.
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// Output: signed vector irradiance.
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// No horizon clipping is performed.
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real3 PolygonFormFactor(real4x3 L, real3 L4, uint n)
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{
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// The length cannot be zero since we have already checked
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// that the light has a non-zero effective area,
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// and thus its plane cannot pass through the origin.
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L[0] = normalize(L[0]);
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L[1] = normalize(L[1]);
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L[2] = normalize(L[2]);
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switch (n)
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{
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case 3:
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L[3] = L[0];
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break;
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case 4:
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L[3] = normalize(L[3]);
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L4 = L[0];
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break;
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case 5:
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L[3] = normalize(L[3]);
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L4 = normalize(L4);
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break;
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}
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// If the magnitudes of a pair of edge factors are
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// nearly the same, catastrophic cancellation may occur:
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// https://en.wikipedia.org/wiki/Catastrophic_cancellation
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// For the same reason, the value of the cross product of two
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// nearly collinear vectors is prone to large errors.
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// Therefore, the algorithm is inherently numerically unstable
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// for area lights that shrink to a line (or a point) after
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// projection onto the unit sphere.
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real3 F = ComputeEdgeFactor(L[0], L[1]);
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F += ComputeEdgeFactor(L[1], L[2]);
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F += ComputeEdgeFactor(L[2], L[3]);
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if (n >= 4)
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F += ComputeEdgeFactor(L[3], L4);
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if (n == 5)
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F += ComputeEdgeFactor(L4, L[0]);
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return INV_TWO_PI * F; // The output may be projected onto the tangent plane (F.z) to yield signed irradiance.
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}
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// See "Real-Time Area Lighting: a Journey from Research to Production", slide 102.
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// Turns out, despite the authors claiming that this function "calculates an approximation of
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// the clipped sphere form factor", that is simply not true.
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// First of all, above horizon, the function should then just return 'F.z', which it does not.
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// Secondly, if we use the correct function called DiffuseSphereLightIrradiance(), it results
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// in severe light leaking if the light is placed vertically behind the camera.
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// So this function is clearly a hack designed to work around these problems.
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real PolygonIrradianceFromVectorFormFactor(float3 F)
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{
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#if 1
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float l = length(F);
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return max(0, (l * l + F.z) / (l + 1));
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#else
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real sff = saturate(dot(F, F));
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real sinSqAperture = sqrt(sff);
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real cosElevationAngle = F.z * rsqrt(sff);
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return DiffuseSphereLightIrradiance(sinSqAperture, cosElevationAngle);
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#endif
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}
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// Expects non-normalized vertex positions.
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// Output: F is the signed vector irradiance.
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real PolygonIrradiance(real4x3 L, out real3 F)
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{
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#ifdef APPROXIMATE_POLY_LIGHT_AS_SPHERE_LIGHT
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F = PolygonFormFactor(L, real3(0,0,1), 4); // Before horizon clipping.
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return PolygonIrradianceFromVectorFormFactor(F); // Accounts for the horizon.
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#else
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// 1. ClipQuadToHorizon
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// detect clipping config
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uint config = 0;
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if (L[0].z > 0) config += 1;
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if (L[1].z > 0) config += 2;
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if (L[2].z > 0) config += 4;
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if (L[3].z > 0) config += 8;
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// The fifth vertex for cases when clipping cuts off one corner.
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// Due to a compiler bug, copying L into a vector array with 5 rows
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// messes something up, so we need to stick with the matrix + the L4 vertex.
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real3 L4 = L[3];
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// This switch is surprisingly fast. Tried replacing it with a lookup array of vertices.
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// Even though that replaced the switch with just some indexing and no branches, it became
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// way, way slower - mem fetch stalls?
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// clip
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uint n = 0;
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switch (config)
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{
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case 0: // clip all
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break;
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case 1: // V1 clip V2 V3 V4
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n = 3;
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L[1] = -L[1].z * L[0] + L[0].z * L[1];
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L[2] = -L[3].z * L[0] + L[0].z * L[3];
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break;
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case 2: // V2 clip V1 V3 V4
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n = 3;
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L[0] = -L[0].z * L[1] + L[1].z * L[0];
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L[2] = -L[2].z * L[1] + L[1].z * L[2];
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break;
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case 3: // V1 V2 clip V3 V4
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n = 4;
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L[2] = -L[2].z * L[1] + L[1].z * L[2];
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L[3] = -L[3].z * L[0] + L[0].z * L[3];
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break;
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case 4: // V3 clip V1 V2 V4
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n = 3;
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L[0] = -L[3].z * L[2] + L[2].z * L[3];
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L[1] = -L[1].z * L[2] + L[2].z * L[1];
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break;
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case 5: // V1 V3 clip V2 V4: impossible
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break;
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case 6: // V2 V3 clip V1 V4
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n = 4;
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L[0] = -L[0].z * L[1] + L[1].z * L[0];
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L[3] = -L[3].z * L[2] + L[2].z * L[3];
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break;
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case 7: // V1 V2 V3 clip V4
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n = 5;
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L4 = -L[3].z * L[0] + L[0].z * L[3];
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L[3] = -L[3].z * L[2] + L[2].z * L[3];
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break;
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case 8: // V4 clip V1 V2 V3
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n = 3;
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L[0] = -L[0].z * L[3] + L[3].z * L[0];
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L[1] = -L[2].z * L[3] + L[3].z * L[2];
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L[2] = L[3];
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break;
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case 9: // V1 V4 clip V2 V3
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n = 4;
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L[1] = -L[1].z * L[0] + L[0].z * L[1];
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L[2] = -L[2].z * L[3] + L[3].z * L[2];
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break;
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case 10: // V2 V4 clip V1 V3: impossible
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break;
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case 11: // V1 V2 V4 clip V3
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n = 5;
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L[3] = -L[2].z * L[3] + L[3].z * L[2];
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L[2] = -L[2].z * L[1] + L[1].z * L[2];
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break;
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case 12: // V3 V4 clip V1 V2
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n = 4;
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L[1] = -L[1].z * L[2] + L[2].z * L[1];
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L[0] = -L[0].z * L[3] + L[3].z * L[0];
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break;
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case 13: // V1 V3 V4 clip V2
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n = 5;
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L[3] = L[2];
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L[2] = -L[1].z * L[2] + L[2].z * L[1];
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L[1] = -L[1].z * L[0] + L[0].z * L[1];
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break;
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case 14: // V2 V3 V4 clip V1
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n = 5;
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L4 = -L[0].z * L[3] + L[3].z * L[0];
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L[0] = -L[0].z * L[1] + L[1].z * L[0];
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break;
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case 15: // V1 V2 V3 V4
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n = 4;
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break;
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}
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if (n == 0) return 0;
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// 2. Integrate
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F = PolygonFormFactor(L, L4, n); // After the horizon clipping.
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// 3. Compute irradiance
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return max(0, F.z);
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#endif
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}
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// This function assumes that inputs are well-behaved, e.i.
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// that the line does not pass through the origin and
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// that the light is (at least partially) above the surface.
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float I_diffuse_line(float3 C, float3 A, float hl)
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{
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// Solve C.z + h * A.z = 0.
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float h = -C.z * rcp(A.z); // May be Inf, but never NaN
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// Clip the line segment against the z-plane if necessary.
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float h2 = (A.z >= 0) ? max( hl, h)
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: min( hl, h); // P2 = C + h2 * A
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float h1 = (A.z >= 0) ? max(-hl, h)
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: min(-hl, h); // P1 = C + h1 * A
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// Normalize the tangent.
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float as = dot(A, A); // |A|^2
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float ar = rsqrt(as); // 1/|A|
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float a = as * ar; // |A|
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float3 T = A * ar; // A/|A|
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// Orthogonal 2D coordinates:
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// P(n, t) = n * N + t * T.
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float tc = dot(T, C); // C = n * N + tc * T
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float3 P0 = C - tc * T; // P(n, 0) = n * N
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float ns = dot(P0, P0); // |P0|^2
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float nr = rsqrt(ns); // 1/|P0|
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float n = ns * nr; // |P0|
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float Nz = P0.z * nr; // N.z = P0.z/|P0|
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// P(n, t) - C = P0 + t * T - P0 - tc * T
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// = (t - tc) * T = h * A = (h * a) * T.
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float t2 = tc + h2 * a; // P2.t
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float t1 = tc + h1 * a; // P1.t
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float s2 = ns + t2 * t2; // |P2|^2
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float s1 = ns + t1 * t1; // |P1|^2
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float mr = rsqrt(s1 * s2); // 1/(|P1|*|P2|)
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float r2 = s1 * (mr * mr); // 1/|P2|^2
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float r1 = s2 * (mr * mr); // 1/|P1|^2
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// I = (i1 + i2 + i3) / Pi.
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// i1 = N.z * (P2.t / |P2|^2 - P1.t / |P1|^2).
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// i2 = -T.z * (P2.n / |P2|^2 - P1.n / |P1|^2).
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// i3 = N.z * ArcCos[Dot[P1, P2] / (|P1| * |P2|)] / |P0|.
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float i12 = (Nz * t2 - (T.z * n)) * r2
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- (Nz * t1 - (T.z * n)) * r1;
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// Guard against numerical errors.
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float dt = min(1, (ns + t1 * t2) * mr);
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float i3 = acos(dt) * (Nz * nr); // angle * cos(θ) / r^2
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// Guard against numerical errors.
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return INV_PI * max(0, i12 + i3);
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}
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// Computes 1 / length(mul(transpose(inverse(invM)), normalize(ortho))).
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float ComputeLineWidthFactor(float3x3 invM, float3 ortho, float orthoSq)
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{
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// transpose(inverse(invM)) = 1 / determinant(invM) * cofactor(invM).
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// Take into account the sparsity of the matrix:
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// {{a,0,b},
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// {0,c,0},
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// {d,0,1}}
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float a = invM[0][0];
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float b = invM[0][2];
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float c = invM[1][1];
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float d = invM[2][0];
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float det = c * (a - b * d);
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float3 X = float3(c * (ortho.x - d * ortho.z),
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(ortho.y * (a - b * d)),
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c * (-b * ortho.x + a * ortho.z)); // mul(cof, ortho)
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// 1 / length(1/s * X) = abs(s) / length(X).
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return abs(det) * rsqrt(dot(X, X) * orthoSq) * orthoSq; // rsqrt(x^2) * x^2 = x
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}
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float I_ltc_line(float3x3 invM, float3 center, float3 axis, float halfLength)
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{
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float3 ortho = cross(center, axis);
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float orthoSq = dot(ortho, ortho);
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// Check whether the line passes through the origin.
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bool quit = (orthoSq == 0);
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// Check whether the light is entirely below the surface.
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// We must test twice, since a linear transformation
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// may bring the light above the surface (a side-effect).
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quit = quit || (center.z + halfLength * abs(axis.z) <= 0);
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// Transform into the diffuse configuration.
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// This is a sparse matrix multiplication.
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// Pay attention to the multiplication order
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// (in case your matrices are transposed).
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float3 C = mul(invM, center);
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float3 A = mul(invM, axis);
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// Check whether the light is entirely below the surface.
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// We must test twice, since a linear transformation
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// may bring the light below the surface (as expected).
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quit = quit || (C.z + halfLength * abs(A.z) <= 0);
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|
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float result = 0;
|
|
|
|
if (!quit)
|
|
{
|
|
float w = ComputeLineWidthFactor(invM, ortho, orthoSq);
|
|
|
|
result = I_diffuse_line(C, A, halfLength) * w;
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
#endif // UNITY_AREA_LIGHTING_INCLUDED
|