private static void DilateInvalidProbes(Vector3[] probePositions, List <Brick> bricks, SphericalHarmonicsL1[] sh, float[] validity, ProbeDilationSettings dilationSettings) { // For each brick List <DilationProbe> culledProbes = new List <DilationProbe>(); List <DilationProbe> nearProbes = new List <DilationProbe>(dilationSettings.maxDilationSamples); for (int brickIdx = 0; brickIdx < bricks.Count; brickIdx++) { // Find probes that are in bricks nearby CullDilationProbes(brickIdx, bricks, validity, dilationSettings, culledProbes); // Iterate probes in current brick for (int probeOffset = 0; probeOffset < 64; probeOffset++) { int probeIdx = brickIdx * 64 + probeOffset; // Skip valid probes if (validity[probeIdx] <= dilationSettings.dilationValidityThreshold) { continue; } // Find distance weighted probes nearest to current probe FindNearProbes(probeIdx, probePositions, dilationSettings, culledProbes, nearProbes, out float invDistSum); // Set invalid probe to weighted average of found neighboring probes var shAverage = new SphericalHarmonicsL1(); for (int nearProbeIdx = 0; nearProbeIdx < nearProbes.Count; nearProbeIdx++) { var nearProbe = nearProbes[nearProbeIdx]; float weight = nearProbe.dist / invDistSum; var target = sh[nearProbe.idx]; shAverage.shAr += target.shAr * weight; shAverage.shAg += target.shAg * weight; shAverage.shAb += target.shAb * weight; } sh[probeIdx] = shAverage; validity[probeIdx] = validity[probeIdx]; } } }
private static void OnAdditionalProbesBakeCompleted() { UnityEditor.Experimental.Lightmapping.additionalBakedProbesCompleted -= OnAdditionalProbesBakeCompleted; var numCells = bakingCells.Count; // Fetch results of all cells for (int c = 0; c < numCells; ++c) { var cell = bakingCells[c].cell; if (cell.probePositions == null) { continue; } int numProbes = cell.probePositions.Length; Debug.Assert(numProbes > 0); int numUniqueProbes = bakingCells[c].numUniqueProbes; var sh = new NativeArray <SphericalHarmonicsL2>(numUniqueProbes, Allocator.Temp, NativeArrayOptions.UninitializedMemory); var validity = new NativeArray <float>(numUniqueProbes, Allocator.Temp, NativeArrayOptions.UninitializedMemory); var bakedProbeOctahedralDepth = new NativeArray <float>(numUniqueProbes * 64, Allocator.Temp, NativeArrayOptions.UninitializedMemory); UnityEditor.Experimental.Lightmapping.GetAdditionalBakedProbes(cell.index, sh, validity, bakedProbeOctahedralDepth); cell.sh = new SphericalHarmonicsL1[numProbes]; cell.validity = new float[numProbes]; for (int i = 0; i < numProbes; ++i) { Vector4[] channels = new Vector4[3]; int j = bakingCells[c].probeIndices[i]; // compare to SphericalHarmonicsL2::GetShaderConstantsFromNormalizedSH channels[0] = new Vector4(sh[j][0, 3], sh[j][0, 1], sh[j][0, 2], sh[j][0, 0]); channels[1] = new Vector4(sh[j][1, 3], sh[j][1, 1], sh[j][1, 2], sh[j][1, 0]); channels[2] = new Vector4(sh[j][2, 3], sh[j][2, 1], sh[j][2, 2], sh[j][2, 0]); // It can be shown that |L1_i| <= |2*L0| // Precomputed Global Illumination in Frostbite by Yuriy O'Donnell. // https://media.contentapi.ea.com/content/dam/eacom/frostbite/files/gdc2018-precomputedgiobalilluminationinfrostbite.pdf // // So divide by L0 brings us to [-2, 2], // divide by 4 brings us to [-0.5, 0.5], // and plus by 0.5 brings us to [0, 1]. for (int channel = 0; channel < 3; ++channel) { var l0 = channels[channel][3]; if (l0 != 0.0f) { for (int axis = 0; axis < 3; ++axis) { channels[channel][axis] = channels[channel][axis] / (l0 * 4.0f) + 0.5f; Debug.Assert(channels[channel][axis] >= 0.0f && channels[channel][axis] <= 1.0f); } } } SphericalHarmonicsL1 sh1 = new SphericalHarmonicsL1(); sh1.shAr = channels[0]; sh1.shAg = channels[1]; sh1.shAb = channels[2]; cell.sh[i] = sh1; cell.validity[i] = validity[j]; } // Reset index UnityEditor.Experimental.Lightmapping.SetAdditionalBakedProbes(cell.index, null); DilateInvalidProbes(cell.probePositions, cell.bricks, cell.sh, cell.validity, bakingReferenceVolumeAuthoring.GetDilationSettings()); ProbeReferenceVolume.instance.cells[cell.index] = cell; } // Map from each scene to an existing reference volume var scene2RefVol = new Dictionary <Scene, ProbeReferenceVolumeAuthoring>(); foreach (var refVol in GameObject.FindObjectsOfType <ProbeReferenceVolumeAuthoring>()) { if (refVol.enabled) { scene2RefVol[refVol.gameObject.scene] = refVol; } } // Map from each reference volume to its asset var refVol2Asset = new Dictionary <ProbeReferenceVolumeAuthoring, ProbeVolumeAsset>(); foreach (var refVol in scene2RefVol.Values) { refVol2Asset[refVol] = ProbeVolumeAsset.CreateAsset(refVol.gameObject.scene); } // Put cells into the respective assets foreach (var cell in ProbeReferenceVolume.instance.cells.Values) { foreach (var scene in cellIndex2SceneReferences[cell.index]) { // This scene has a reference volume authoring component in it? ProbeReferenceVolumeAuthoring refVol = null; if (scene2RefVol.TryGetValue(scene, out refVol)) { var asset = refVol2Asset[refVol]; asset.cells.Add(cell); } } } // Connect the assets to their components foreach (var pair in refVol2Asset) { var refVol = pair.Key; var asset = pair.Value; refVol.volumeAsset = asset; if (UnityEditor.Lightmapping.giWorkflowMode != UnityEditor.Lightmapping.GIWorkflowMode.Iterative) { UnityEditor.EditorUtility.SetDirty(refVol); UnityEditor.EditorUtility.SetDirty(refVol.volumeAsset); } } UnityEditor.AssetDatabase.SaveAssets(); UnityEditor.AssetDatabase.Refresh(); foreach (var refVol in refVol2Asset.Keys) { if (refVol.enabled && refVol.gameObject.activeSelf) { refVol.QueueAssetLoading(); } } }