mirror of
https://github.com/DeMuenu/MoonlightVRC.git
synced 2026-05-06 18:22:22 +00:00
optimisations from gemini (not tested)
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@@ -2,16 +2,20 @@
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#define InLoopSetup(_Udon_LightPositions, LightCounter, count, i) \
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if (LightCounter >= count) break; \
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\
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float distanceFromLight = length(i.worldPos - _Udon_LightPositions[LightCounter].xyz); \
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float3 lightVec = _Udon_LightPositions[LightCounter].xyz - i.worldPos; \
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float distanceFromLight = length(lightVec); \
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if (distanceFromLight > _LightCutoffDistance) continue; \
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\
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float contrib = 0.0;
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float contrib = 0.0; \
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float3 L = lightVec / max(distanceFromLight, 1e-4);
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#endif
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#ifndef OutLoopSetup
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#define OutLoopSetup(i, _Udon_PlayerCount) \
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int count = (int)_Udon_PlayerCount; \
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float invSqMul = max(1e-4, _InverseSqareMultiplier); \
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bool shadowCastingEnabled = _EnableShadowCasting > 0.5; \
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\
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float4 dmax = float4(0,0,0,1); \
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float dIntensity = 0;
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@@ -1,7 +1,7 @@
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#ifndef Lambert
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#define Lambert(q ,i, N) \
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float3 L = normalize(q - i.worldPos); /* q = light position */ \
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float NdotL = saturate(dot(N, L) * 0.5 + 0.5); /* one-sided Lambert */ \
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/* 'L' is inherited from InLoopSetup, avoiding an expensive normalize() */ \
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half NdotL = saturate(dot(N, L) * 0.5 + 0.5); /* one-sided Lambert */ \
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if (NdotL <= 0) continue; \
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#endif
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@@ -1,24 +1,26 @@
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#ifndef LightTypeCalculations
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#define LightTypeCalculations(_Udon_LightColors ,LightCounter, i, NdotL, dIntensity, radius, Lightposition) \
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float invSqMul = max(1e-4, _InverseSqareMultiplier); \
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half typeId = _Udon_LightType[LightCounter]; \
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\
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if(_Udon_LightType[LightCounter] == 0) \
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if(typeId == 0) \
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{ \
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contrib = _Udon_LightColors[LightCounter].a / max(1e-4, max(0, max(1, distanceFromLight - radius) * invSqMul) * max(0, max(1, distanceFromLight - radius) * invSqMul)); \
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float distAtten = max(1.0, distanceFromLight - radius) * invSqMul; \
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contrib = _Udon_LightColors[LightCounter].a / max(1e-4, distAtten * distAtten); \
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\
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dIntensity += contrib; \
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} \
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else if (_Udon_LightType[LightCounter] == 1) \
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else if (typeId == 1) \
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{ \
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float invSq = _Udon_LightColors[LightCounter].a / max(1e-4, (distanceFromLight * invSqMul) * (distanceFromLight * invSqMul)); \
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float distAtten = distanceFromLight * invSqMul; \
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float invSq = _Udon_LightColors[LightCounter].a / max(1e-4, distAtten * distAtten); \
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\
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contrib = dot(normalize(i.worldPos - Lightposition), normalize(_Udon_LightDirections[LightCounter].xyz)); \
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contrib = dot(-L, normalize(_Udon_LightDirections[LightCounter].xyz)); \
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contrib = smoothstep(radius,_Udon_LightDirections[LightCounter].w, contrib); \
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\
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contrib = contrib * invSq; \
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dIntensity += contrib; \
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} \
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float3 LightColor = _Udon_LightColors[LightCounter].xyz; \
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half3 LightColor = _Udon_LightColors[LightCounter].xyz; \
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#endif
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