void SetPreconvolvedAmbientLightProbe(CommandBuffer cmd, float dimmer, float anisotropy)
        {
            SphericalHarmonicsL2 probeSH = SphericalHarmonicMath.UndoCosineRescaling(RenderSettings.ambientProbe);

            probeSH = SphericalHarmonicMath.RescaleCoefficients(probeSH, dimmer);
            ZonalHarmonicsL2.GetCornetteShanksPhaseFunction(m_PhaseZH, anisotropy);
            SphericalHarmonicsL2 finalSH = SphericalHarmonicMath.PremultiplyCoefficients(SphericalHarmonicMath.Convolve(probeSH, m_PhaseZH));

            SphericalHarmonicMath.PackCoefficients(m_PackedCoeffs, finalSH);
            cmd.SetGlobalVectorArray(HDShaderIDs._AmbientProbeCoeffs, m_PackedCoeffs);
        }
Пример #2
0
        // Function that fills the buffer with the ambient probe values
        unsafe void SetPreconvolvedAmbientLightProbe(ref ShaderVariablesClouds cb, HDCamera hdCamera, VolumetricClouds settings)
        {
            SphericalHarmonicsL2 probeSH = SphericalHarmonicMath.UndoCosineRescaling(m_SkyManager.GetAmbientProbe(hdCamera));

            probeSH = SphericalHarmonicMath.RescaleCoefficients(probeSH, settings.ambientLightProbeDimmer.value);
            ZonalHarmonicsL2.GetCornetteShanksPhaseFunction(m_PhaseZHClouds, 0.0f);
            SphericalHarmonicsL2 finalSH = SphericalHarmonicMath.PremultiplyCoefficients(SphericalHarmonicMath.Convolve(probeSH, m_PhaseZHClouds));

            SphericalHarmonicMath.PackCoefficients(m_PackedCoeffsClouds, finalSH);
            for (int i = 0; i < 7; i++)
            {
                for (int j = 0; j < 4; ++j)
                {
                    cb._AmbientProbeCoeffs[i * 4 + j] = m_PackedCoeffsClouds[i][j];
                }
            }
        }