采样点光罩的UV如何计算?

问题描述 投票:0回答:1

我有这个代码:

void BlinnPhong(
        inout float3 outputColor,
        PixelMaterial material,
        float3 lightColor,
        float3 lightDir,
        float3 viewDirection,
        float attenuation)
{
    const float diffuseFactor = dotMax(material.normal, lightDir);
    outputColor += lightColor * diffuseFactor * material.baseColor * attenuation;

    const float3 halfwayDirection = normalize(lightDir + viewDirection);
    float specularFactor = pow(dotMax(material.normal, halfwayDirection), material.roughness);
    if (diffuseFactor == 0.0f)
        specularFactor = 0.0f;
    outputColor += lightColor * specularFactor * material.metalness * attenuation;
}

void EvaluateSpotLights(inout float3 outputColor, PixelMaterial material, float3 pos, float3 viewDirection)
{
    for (uint i = 0; i < spotLights.Length; ++i) {
        SpotLight light = spotLights[i];
        
        const float3 posToLight = light.position - pos;
        const float3 lightDir = normalize(posToLight);

        //light.direction is already normalized
        const float theta = dotMax(lightDir, light.direction);
        const float epsilon = (light.innerOuterCutOff.x - light.innerOuterCutOff.y);
        const float intensity = saturate((theta - light.innerOuterCutOff.x) / epsilon);
        
        const float distance = length(posToLight);
        const float attenuation = (1.0f / (light.constnatLinearQuadratic.x +
                  light.constnatLinearQuadratic.y * distance +
                  light.constnatLinearQuadratic.z * (distance * distance))) * intensity;
        
        BlinnPhong(outputColor, material, light.color, lightDir, viewDirection, attenuation);
    }
}

结果:

我想对这个聚光灯应用蒙版纹理。

我有 2 个不同的面罩用于测试目的:

我已将

float mask
添加到
BlinnPhong
函数中,并在
attenuation
之后乘以它:

void BlinnPhong(
        inout float3 outputColor,
        PixelMaterial material,
        float3 lightColor,
        float3 lightDir,
        float3 viewDirection,
        float attenuation,
        float mask)
{
    const float diffuseFactor = dotMax(material.normal, lightDir);
    outputColor += lightColor * diffuseFactor * material.baseColor * attenuation * mask;

    const float3 halfwayDirection = normalize(lightDir + viewDirection);
    float specularFactor = pow(dotMax(material.normal, halfwayDirection), material.roughness);
    if (diffuseFactor == 0.0f)
        specularFactor = 0.0f;
    outputColor += lightColor * specularFactor * material.metalness * attenuation * mask;
}

问题是:我应该使用什么紫外线才能获得正确的结果?

我尝试过使用网格顶点 uv:

//pixel shader
float mask = t_spotlightMask.Sample(g_pointWrap, input.mesh_uv).r;

但是结果和上图一样。

我也尝试过将

lightDir
转换为
uv
:

float theta = acos(lightDir.y);
float phi = atan2(lightDir.z, lightDir.x); 

float u = phi / (2 * PI) + 0.5;
float v = theta / PI;

但面膜仍然没有正确敷贴。

编辑:

在尝试了几种不同的方法之后,我成功实现了这样的目标:

但正如你所看到的,有些东西仍然关闭......(标记为红色)

float maskSize = 512;
float2 scale = 1.0f / float2(maskSize * 0.5f, maskSize * 0.5f);
float2 offset = float2(0.0f, 0.5f);
float2 uv = clipPosition.xy * scale + offset;

float mask = t_spotlightMask.Sample(g_pointWrap, uv).r;
rendering hlsl light
1个回答
0
投票

我研究了 Unity 的聚光灯 cookie 着色器代码,发现我必须计算

worldToLightPerspective
矩阵:

const glm::mat4& transform = getLightTransform();

const glm::mat4 lightView = glm::inverse(transform);
const glm::mat4 lightProj = glm::perspective(glm::radians(outerCutoff), 1.0f, 0.1f, 100.0f);
const glm::mat4 worldToLightPerspective = lightProj * lightView;
float2 ComputeLightCookieUVSpot(float4x4 worldToLightPerspective, float3 samplePositionWS)
{
    // Translate, rotate and project 'positionWS' into the light clip space.
    float4 positionCS = mul(worldToLightPerspective, float4(samplePositionWS, 1));
    float2 positionNDC = positionCS.xy / positionCS.w;

    // Remap NDC to the texture coordinates, from NDC [-1, 1]^2 to [0, 1]^2.
    return saturate(positionNDC * 0.5 + 0.5);
}

float2 maskUV = ComputeLightCookieUVSpot(light.worldToLightPerspective, worldPosition.xyz);
float mask = t_spotlightMask.Sample(g_pointWrap, maskUV).r;

现在效果很好

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