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- UnityGI GetUnityGI(float3 lightColor, float3 lightDirection, float3 normalDirection,float3 viewDirection, float3 viewReflectDirection, float attenuation, float roughness, float3 worldPos)
- {
- //Unity light Setup ::
- UnityLight light;
- light.color = lightColor;
- light.dir = lightDirection;
- light.ndotl = max(0.0h,dot( normalDirection, lightDirection));
- UnityGIInput d;
- d.light = light;
- d.worldPos = worldPos;
- d.worldViewDir = viewDirection;
- d.atten = attenuation;
- d.ambient = 0.0h;
- d.boxMax[0] = unity_SpecCube0_BoxMax;
- d.boxMin[0] = unity_SpecCube0_BoxMin;
- d.probePosition[0] = unity_SpecCube0_ProbePosition;
- d.probeHDR[0] = unity_SpecCube0_HDR;
- d.boxMax[1] = unity_SpecCube1_BoxMax;
- d.boxMin[1] = unity_SpecCube1_BoxMin;
- d.probePosition[1] = unity_SpecCube1_ProbePosition;
- d.probeHDR[1] = unity_SpecCube1_HDR;
- Unity_GlossyEnvironmentData ugls_en_data;
- ugls_en_data.roughness = roughness;
- ugls_en_data.reflUVW = viewReflectDirection;
- UnityGI gi = UnityGlobalIllumination(d, 1.0h, normalDirection, ugls_en_data );
- return gi;
- }
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