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  1. UnityGI GetUnityGI(float3 lightColor, float3 lightDirection, float3 normalDirection,float3 viewDirection, float3 viewReflectDirection, float attenuation, float roughness, float3 worldPos)
  2. {
  3.  //Unity light Setup ::
  4.     UnityLight light;
  5.     light.color = lightColor;
  6.     light.dir = lightDirection;
  7.     light.ndotl = max(0.0h,dot( normalDirection, lightDirection));
  8.     UnityGIInput d;
  9.     d.light = light;
  10.     d.worldPos = worldPos;
  11.     d.worldViewDir = viewDirection;
  12.     d.atten = attenuation;
  13.     d.ambient = 0.0h;
  14.     d.boxMax[0] = unity_SpecCube0_BoxMax;
  15.     d.boxMin[0] = unity_SpecCube0_BoxMin;
  16.     d.probePosition[0] = unity_SpecCube0_ProbePosition;
  17.     d.probeHDR[0] = unity_SpecCube0_HDR;
  18.     d.boxMax[1] = unity_SpecCube1_BoxMax;
  19.     d.boxMin[1] = unity_SpecCube1_BoxMin;
  20.     d.probePosition[1] = unity_SpecCube1_ProbePosition;
  21.     d.probeHDR[1] = unity_SpecCube1_HDR;
  22.     Unity_GlossyEnvironmentData ugls_en_data;
  23.     ugls_en_data.roughness = roughness;
  24.     ugls_en_data.reflUVW = viewReflectDirection;
  25.     UnityGI gi = UnityGlobalIllumination(d, 1.0h, normalDirection, ugls_en_data );
  26.     return gi;
  27. }
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