Fix spot lights rendering on D3D12

This commit is contained in:
Wojciech Figat
2021-12-07 18:22:06 +01:00
parent 660c8ef95c
commit 4b9001abf2
4 changed files with 9 additions and 25 deletions

View File

@@ -122,7 +122,7 @@ float4 GetLighting(float3 viewPos, LightData lightData, GBufferSample gBuffer, f
// Calculate attenuation
if (isRadial)
{
GetRadialLightAttenuation(lightData, isSpotLight, gBuffer.WorldPos, N, 1, lightData.Direction, L, NoL, distanceAttenuation, lightRadiusMask, spotAttenuation);
GetRadialLightAttenuation(lightData, isSpotLight, gBuffer.WorldPos, N, 1, L, NoL, distanceAttenuation, lightRadiusMask, spotAttenuation);
}
float attenuation = distanceAttenuation * lightRadiusMask * spotAttenuation;
@@ -141,7 +141,7 @@ float4 GetLighting(float3 viewPos, LightData lightData, GBufferSample gBuffer, f
// Calculate direct lighting
LightingData lighting = SurfaceShading(gBuffer, energy, L, V, N);
#if NO_SPECULAR
lighting.Specular = 0;
lighting.Specular = float3(0, 0, 0);
#endif
// Calculate final light color

View File

@@ -43,21 +43,6 @@ struct LightingData
float3 Transmission;
};
// Gets a radial attenuation factor for a point light.
// WorldLightVector is the vector from the position being shaded to the light, divided by the radius of the light.
float RadialAttenuation(float3 worldLightVector, half falloffExponent)
{
float t = dot(worldLightVector, worldLightVector);
return pow(1.0f - saturate(t), falloffExponent);
}
// Calculates attenuation for a spot light. Where L normalize vector to light.
float GetSpotAttenuation(LightData lightData, float3 L)
{
// SpotAngles.x is CosOuterCone, SpotAngles.y is InvCosConeDifference
return Square(saturate((dot(normalize(-L), lightData.Direction) - lightData.SpotAngles.x) * lightData.SpotAngles.y));
}
// Calculates radial light (point or spot) attenuation factors (distance, spot and radius mask)
void GetRadialLightAttenuation(
LightData lightData,
@@ -65,15 +50,13 @@ void GetRadialLightAttenuation(
float3 worldPosition,
float3 N,
float distanceBiasSqr,
inout float3 toLight,
inout float3 L,
inout float NoL,
inout float distanceAttenuation,
inout float lightRadiusMask,
inout float spotAttenuation)
{
toLight = lightData.Position - worldPosition;
float3 toLight = lightData.Position - worldPosition;
float distanceSqr = dot(toLight, toLight);
L = toLight * rsqrt(distanceSqr);
@@ -102,13 +85,15 @@ void GetRadialLightAttenuation(
{
distanceAttenuation = 1;
NoL = saturate(dot(N, L));
lightRadiusMask = RadialAttenuation(toLight * lightData.RadiusInv, lightData.FalloffExponent);
float3 worldLightVector = toLight * lightData.RadiusInv;
float t = dot(worldLightVector, worldLightVector);
lightRadiusMask = pow(1.0f - saturate(t), lightData.FalloffExponent);
}
if (isSpotLight)
{
spotAttenuation = GetSpotAttenuation(lightData, L);
// SpotAngles.x is CosOuterCone, SpotAngles.y is InvCosConeDifference
spotAttenuation = Square(saturate((dot(normalize(-L), lightData.Direction) - lightData.SpotAngles.x) * lightData.SpotAngles.y));
}
}