コード例 #1
0
        public static float ConvertPunctualLightCandelaToLumen(LightType lightType, SpotLightShape spotLigthShape, float candela, bool enableSpotReflector, float spotAngle, float aspectRatio)
        {
            if (lightType == LightType.Spot && enableSpotReflector)
            {
                // We just need to multiply candela by solid angle in this case
                if (spotLigthShape == SpotLightShape.Cone)
                {
                    return(LightUtils.ConvertSpotLightCandelaToLumen(candela, spotAngle * Mathf.Deg2Rad, true));
                }
                else if (spotLigthShape == SpotLightShape.Pyramid)
                {
                    float angleA, angleB;
                    LightUtils.CalculateAnglesForPyramid(aspectRatio, spotAngle * Mathf.Deg2Rad, out angleA, out angleB);

                    return(LightUtils.ConvertFrustrumLightCandelaToLumen(candela, angleA, angleB));
                }
                else // Box
                {
                    return(LightUtils.ConvertPointLightCandelaToLumen(candela));
                }
            }

            return(LightUtils.ConvertPointLightCandelaToLumen(candela));
        }
コード例 #2
0
        internal static void ConvertLightIntensity(LightUnit oldLightUnit, LightUnit newLightUnit, HDAdditionalLightData hdLight, Light light)
        {
            float       intensity     = hdLight.intensity;
            float       luxAtDistance = hdLight.luxAtDistance;
            HDLightType lightType     = hdLight.ComputeLightType(light);

            // For punctual lights
            if (lightType != HDLightType.Area)
            {
                // Lumen ->
                if (oldLightUnit == LightUnit.Lumen && newLightUnit == LightUnit.Candela)
                {
                    intensity = LightUtils.ConvertPunctualLightLumenToCandela(lightType, intensity, light.intensity, hdLight.enableSpotReflector);
                }
                else if (oldLightUnit == LightUnit.Lumen && newLightUnit == LightUnit.Lux)
                {
                    intensity = LightUtils.ConvertPunctualLightLumenToLux(lightType, intensity, light.intensity, hdLight.enableSpotReflector, hdLight.luxAtDistance);
                }
                else if (oldLightUnit == LightUnit.Lumen && newLightUnit == LightUnit.Ev100)
                {
                    intensity = LightUtils.ConvertPunctualLightLumenToEv(lightType, intensity, light.intensity, hdLight.enableSpotReflector);
                }
                // Candela ->
                else if (oldLightUnit == LightUnit.Candela && newLightUnit == LightUnit.Lumen)
                {
                    intensity = LightUtils.ConvertPunctualLightCandelaToLumen(lightType, hdLight.spotLightShape, intensity, hdLight.enableSpotReflector, light.spotAngle, hdLight.aspectRatio);
                }
                else if (oldLightUnit == LightUnit.Candela && newLightUnit == LightUnit.Lux)
                {
                    intensity = LightUtils.ConvertCandelaToLux(intensity, hdLight.luxAtDistance);
                }
                else if (oldLightUnit == LightUnit.Candela && newLightUnit == LightUnit.Ev100)
                {
                    intensity = LightUtils.ConvertCandelaToEv(intensity);
                }
                // Lux ->
                else if (oldLightUnit == LightUnit.Lux && newLightUnit == LightUnit.Lumen)
                {
                    intensity = LightUtils.ConvertPunctualLightLuxToLumen(lightType, hdLight.spotLightShape, intensity, hdLight.enableSpotReflector,
                                                                          light.spotAngle, hdLight.aspectRatio, hdLight.luxAtDistance);
                }
                else if (oldLightUnit == LightUnit.Lux && newLightUnit == LightUnit.Candela)
                {
                    intensity = LightUtils.ConvertLuxToCandela(intensity, hdLight.luxAtDistance);
                }
                else if (oldLightUnit == LightUnit.Lux && newLightUnit == LightUnit.Ev100)
                {
                    intensity = LightUtils.ConvertLuxToEv(intensity, hdLight.luxAtDistance);
                }
                // EV100 ->
                else if (oldLightUnit == LightUnit.Ev100 && newLightUnit == LightUnit.Lumen)
                {
                    intensity = LightUtils.ConvertPunctualLightEvToLumen(lightType, hdLight.spotLightShape, intensity, hdLight.enableSpotReflector,
                                                                         light.spotAngle, hdLight.aspectRatio);
                }
                else if (oldLightUnit == LightUnit.Ev100 && newLightUnit == LightUnit.Candela)
                {
                    intensity = LightUtils.ConvertEvToCandela(intensity);
                }
                else if (oldLightUnit == LightUnit.Ev100 && newLightUnit == LightUnit.Lux)
                {
                    intensity = LightUtils.ConvertEvToLux(intensity, hdLight.luxAtDistance);
                }
            }
            else  // For area lights
            {
                if (oldLightUnit == LightUnit.Lumen && newLightUnit == LightUnit.Nits)
                {
                    intensity = LightUtils.ConvertAreaLightLumenToLuminance(hdLight.areaLightShape, intensity, hdLight.shapeWidth, hdLight.shapeHeight);
                }
                if (oldLightUnit == LightUnit.Nits && newLightUnit == LightUnit.Lumen)
                {
                    intensity = LightUtils.ConvertAreaLightLuminanceToLumen(hdLight.areaLightShape, intensity, hdLight.shapeWidth, hdLight.shapeHeight);
                }
                if (oldLightUnit == LightUnit.Nits && newLightUnit == LightUnit.Ev100)
                {
                    intensity = LightUtils.ConvertLuminanceToEv(intensity);
                }
                if (oldLightUnit == LightUnit.Ev100 && newLightUnit == LightUnit.Nits)
                {
                    intensity = LightUtils.ConvertEvToLuminance(intensity);
                }
                if (oldLightUnit == LightUnit.Ev100 && newLightUnit == LightUnit.Lumen)
                {
                    intensity = LightUtils.ConvertAreaLightEvToLumen(hdLight.areaLightShape, intensity, hdLight.shapeWidth, hdLight.shapeHeight);
                }
                if (oldLightUnit == LightUnit.Lumen && newLightUnit == LightUnit.Ev100)
                {
                    intensity = LightUtils.ConvertAreaLightLumenToEv(hdLight.areaLightShape, intensity, hdLight.shapeWidth, hdLight.shapeHeight);
                }
            }

            hdLight.intensity = intensity;
        }
コード例 #3
0
        void BuildLightData(CommandBuffer cmd, HDCamera hdCamera, HDRayTracingLights rayTracingLights, DebugDisplaySettings debugDisplaySettings)
        {
            // If no lights, exit
            if (rayTracingLights.lightCount == 0)
            {
                ResizeLightDataBuffer(1);
                return;
            }

            // Also we need to build the light list data
            if (m_LightDataGPUArray == null || m_LightDataGPUArray.count != rayTracingLights.lightCount)
            {
                ResizeLightDataBuffer(rayTracingLights.lightCount);
            }

            m_LightDataCPUArray.Clear();

            // Grab the shadow settings
            var hdShadowSettings = hdCamera.volumeStack.GetComponent <HDShadowSettings>();
            BoolScalableSetting contactShadowScalableSetting = HDAdditionalLightData.ScalableSettings.UseContactShadow(m_RenderPipeline.asset);

            // Build the data for every light
            HDLightRenderDatabase lightEntities = HDLightRenderDatabase.instance;
            var processedLightEntity            = new HDProcessedVisibleLight()
            {
                shadowMapFlags = HDProcessedVisibleLightsBuilder.ShadowMapFlags.None
            };

            var globalConfig     = HDGpuLightsBuilder.CreateGpuLightDataJobGlobalConfig.Create(hdCamera, hdShadowSettings);
            var shadowInitParams = m_RenderPipeline.currentPlatformRenderPipelineSettings.hdShadowInitParams;

            for (int lightIdx = 0; lightIdx < rayTracingLights.hdLightEntityArray.Count; ++lightIdx)
            {
                // Grab the additinal light data to process
                int dataIndex = lightEntities.GetEntityDataIndex(rayTracingLights.hdLightEntityArray[lightIdx]);
                HDAdditionalLightData additionalLightData = lightEntities.hdAdditionalLightData[dataIndex];

                LightData lightData = new LightData();
                // When the user deletes a light source in the editor, there is a single frame where the light is null before the collection of light in the scene is triggered
                // the workaround for this is simply to add an invalid light for that frame
                if (additionalLightData == null)
                {
                    m_LightDataCPUArray.Add(lightData);
                    continue;
                }

                // Evaluate all the light type data that we need
                LightCategory   lightCategory   = LightCategory.Count;
                GPULightType    gpuLightType    = GPULightType.Point;
                LightVolumeType lightVolumeType = LightVolumeType.Count;
                HDLightType     lightType       = additionalLightData.type;
                HDRenderPipeline.EvaluateGPULightType(lightType, additionalLightData.spotLightShape, additionalLightData.areaLightShape, ref lightCategory, ref gpuLightType, ref lightVolumeType);

                // Fetch the light component for this light
                additionalLightData.gameObject.TryGetComponent(out lightComponent);

                ref HDLightRenderData lightRenderData = ref lightEntities.GetLightDataAsRef(dataIndex);

                // Build the processed light data  that we need
                processedLightEntity.dataIndex                   = dataIndex;
                processedLightEntity.gpuLightType                = gpuLightType;
                processedLightEntity.lightType                   = additionalLightData.type;
                processedLightEntity.distanceToCamera            = (additionalLightData.transform.position - hdCamera.camera.transform.position).magnitude;
                processedLightEntity.lightDistanceFade           = HDUtils.ComputeLinearDistanceFade(processedLightEntity.distanceToCamera, lightRenderData.fadeDistance);
                processedLightEntity.lightVolumetricDistanceFade = HDUtils.ComputeLinearDistanceFade(processedLightEntity.distanceToCamera, lightRenderData.volumetricFadeDistance);
                processedLightEntity.isBakedShadowMask           = HDRenderPipeline.IsBakedShadowMaskLight(lightComponent);

                // Build a visible light
                visibleLight.finalColor = LightUtils.EvaluateLightColor(lightComponent, additionalLightData);
                visibleLight.range      = lightComponent.range;
                // This should be done explicitly, localToWorld matrix doesn't work here
                localToWorldMatrix.SetColumn(3, lightComponent.gameObject.transform.position);
                localToWorldMatrix.SetColumn(2, lightComponent.transform.forward);
                localToWorldMatrix.SetColumn(1, lightComponent.transform.up);
                localToWorldMatrix.SetColumn(0, lightComponent.transform.right);
                visibleLight.localToWorldMatrix = localToWorldMatrix;
                visibleLight.spotAngle          = lightComponent.spotAngle;

                int     shadowIndex     = additionalLightData.shadowIndex;
                Vector3 lightDimensions = new Vector3(0.0f, 0.0f, 0.0f);

                // Use the shared code to build the light data
                HDGpuLightsBuilder.CreateGpuLightDataJob.ConvertLightToGPUFormat(
                    lightCategory, gpuLightType, globalConfig,
                    lightComponent.lightShadowCasterMode, lightComponent.bakingOutput,
                    visibleLight, processedLightEntity, lightRenderData, out var _, ref lightData);
                m_RenderPipeline.gpuLightList.ProcessLightDataShadowIndex(cmd, shadowInitParams, lightType, lightComponent, additionalLightData, shadowIndex, ref lightData);

                // We make the light position camera-relative as late as possible in order
                // to allow the preceding code to work with the absolute world space coordinates.
                Vector3 camPosWS = hdCamera.mainViewConstants.worldSpaceCameraPos;
                HDRenderPipeline.UpdateLightCameraRelativetData(ref lightData, camPosWS);

                // Set the data for this light
                m_LightDataCPUArray.Add(lightData);
            }