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-rw-r--r--lighting.cginc51
1 files changed, 18 insertions, 33 deletions
diff --git a/lighting.cginc b/lighting.cginc
index 48d95a1..6668459 100644
--- a/lighting.cginc
+++ b/lighting.cginc
@@ -114,50 +114,35 @@ float3 yumSH9(float4 n, float3 worldPos, inout LightIndirect light) {
// unity_SHB*: first four of the L2 coefficients
// unity_SHC: last L2 coefficient
- // Parse out coefficients into a simpler but less efficient format.
- float3 L00 = float3(unity_SHAr.w, unity_SHAg.w, unity_SHAb.w);
- float3 L1_1 = float3(unity_SHAr.x, unity_SHAg.x, unity_SHAb.x);
- float3 L10 = float3(unity_SHAr.y, unity_SHAg.y, unity_SHAb.y);
- float3 L11 = float3(unity_SHAr.z, unity_SHAg.z, unity_SHAb.z);
- float3 L2_2 = float3(unity_SHBr.x, unity_SHBg.x, unity_SHBb.x);
- float3 L2_1 = float3(unity_SHBr.y, unity_SHBg.y, unity_SHBb.y);
- float3 L20 = float3(unity_SHBr.z, unity_SHBg.z, unity_SHBb.z);
- float3 L21 = float3(unity_SHBr.w, unity_SHBg.w, unity_SHBb.w);
- float3 L22 = unity_SHC;
-
- // Equation 13 from "An Efficient Representation for Irradiance Environment
- // Maps" by Ramamoorthi and Hanrahan. Note that the order of some
- // coefficients is different, and normalization constants have been
- // premultiplied by Unity.
- float3 L0 = L00;
- float3 L1 = L1_1 * n.x + L10 * n.y + L11 * n.z;
+ // L0 band
+ float3 L0 = float3(unity_SHAr.w, unity_SHAg.w, unity_SHAb.w);
+
+ // L1 band
+ float3 L1 = float3(
+ dot(unity_SHAr.xyz, n.xyz),
+ dot(unity_SHAg.xyz, n.xyz),
+ dot(unity_SHAb.xyz, n.xyz)
+ );
+
+ // L2 band
+ float4 v = float4(n.x * n.y, n.y * n.z, n.z * n.z, n.x * n.z);
float3 L2 =
- L2_2 * n.x * n.y +
- L2_1 * n.y * n.z +
- L20 * n.z * n.z +
- L21 * n.x * n.z +
- L22 * (n.x * n.x - n.y * n.y);
+ float3(dot(unity_SHBr.xyzw, v), dot(unity_SHBg.xyzw, v), dot(unity_SHBb.xyzw, v)) +
+ unity_SHC.xyz * (n.x * n.x - n.y * n.y);
// TODO expose this as a parameter
float wrap_term = 0.0f;
+
// Original coefficients: 1, 2/3, 1/4.
// Wrapped coefficients: 1, (2-w)/3, ((1-w)^2)/4.
-
- // Setting w=0, the l1 band is:
- // (2-w)/3 = 2/3
- // 2-w = 2
- // 1-w/2 = 1
float l1_wrap = 1.0f - wrap_term * 0.75f;
L1 *= l1_wrap;
- // The l2 band is:
- // ((1-w)^2)/4 = 1/4
- // (1-w)^2 = 1
- float l2_wrap = (1.0f-wrap_term);
- l2_wrap *= l2_wrap;
+ float l2_wrap_base = 1.0f - wrap_term;
+ float l2_wrap = l2_wrap_base * l2_wrap_base;
L2 *= l2_wrap;
- light.L00 = L00;
+ light.L00 = L0;
light.L01r = unity_SHAr.xyz * l1_wrap;
light.L01g = unity_SHAg.xyz * l1_wrap;
light.L01b = unity_SHAb.xyz * l1_wrap;