Refactor light range and angle calculations

Updated how light range and spot angle are calculated and packed for both editor and runtime scripts, distinguishing between sphere and non-sphere lights. Adjusted shader logic to use new packing for spot light contribution, improving consistency between CPU and GPU representations.
This commit is contained in:
DeMuenu
2025-10-04 04:10:43 +02:00
parent bb31145e4d
commit 65c34d2ddf
3 changed files with 27 additions and 11 deletions

View File

@@ -11,10 +11,9 @@
else if (_Udon_LightType[LightCounter] == 1) \
{ \
float invSq = _Udon_LightColors[LightCounter].a / max(1e-4, (distanceFromLight * invSqMul) * (distanceFromLight * invSqMul)); \
float threshold = (-1 + _Udon_LightDirections[LightCounter].w / 180); \
\
contrib = min(dot(normalize(i.worldPos - Lightposition), -normalize(_Udon_LightDirections[LightCounter].xyz)), 0); \
contrib= 1 - smoothstep(threshold, threshold + radius / 180, contrib); \
contrib = dot(normalize(i.worldPos - Lightposition), normalize(_Udon_LightDirections[LightCounter].xyz)); \
contrib = smoothstep(radius,_Udon_LightDirections[LightCounter].w, contrib); \
\
contrib = contrib * invSq; \
dIntensity += contrib; \