testss
This commit is contained in:
@@ -0,0 +1,70 @@
|
||||
#ifndef UNITY_REFRACTION_INCLUDED
|
||||
#define UNITY_REFRACTION_INCLUDED
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Util refraction
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
struct RefractionModelResult
|
||||
{
|
||||
real dist; // length of the transmission during refraction through the shape
|
||||
float3 positionWS; // out ray position
|
||||
real3 rayWS; // out ray direction
|
||||
};
|
||||
|
||||
RefractionModelResult RefractionModelSphere(real3 V, float3 positionWS, real3 normalWS, real ior, real thickness)
|
||||
{
|
||||
// Sphere shape model:
|
||||
// We approximate locally the shape of the object as sphere, that is tangent to the shape.
|
||||
// The sphere has a diameter of {thickness}
|
||||
// The center of the sphere is at {positionWS} - {normalWS} * {thickness} * 0.5
|
||||
//
|
||||
// So the light is refracted twice: in and out of the tangent sphere
|
||||
|
||||
// First refraction (tangent sphere in)
|
||||
// Refracted ray
|
||||
real3 R1 = refract(-V, normalWS, 1.0 / ior);
|
||||
// Center of the tangent sphere
|
||||
real3 C = positionWS - normalWS * thickness * 0.5;
|
||||
|
||||
// Second refraction (tangent sphere out)
|
||||
real NoR1 = dot(normalWS, R1);
|
||||
// Optical depth within the sphere
|
||||
real dist = -NoR1 * thickness;
|
||||
// Out hit point in the tangent sphere
|
||||
real3 P1 = positionWS + R1 * dist;
|
||||
// Out normal
|
||||
real3 N1 = normalize(C - P1);
|
||||
// Out refracted ray
|
||||
real3 R2 = refract(R1, N1, ior);
|
||||
real N1oR2 = dot(N1, R2);
|
||||
real VoR1 = dot(V, R1);
|
||||
|
||||
RefractionModelResult result;
|
||||
result.dist = dist;
|
||||
result.positionWS = P1;
|
||||
result.rayWS = R2;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
RefractionModelResult RefractionModelBox(real3 V, float3 positionWS, real3 normalWS, real ior, real thickness)
|
||||
{
|
||||
// Plane shape model:
|
||||
// We approximate locally the shape of the object as a plane with normal {normalWS} at {positionWS}
|
||||
// with a thickness {thickness}
|
||||
|
||||
// Refracted ray
|
||||
real3 R = refract(-V, normalWS, 1.0 / ior);
|
||||
|
||||
// Optical depth within the thin plane
|
||||
real dist = thickness / max(dot(R, -normalWS), 1e-5f);
|
||||
|
||||
RefractionModelResult result;
|
||||
result.dist = dist;
|
||||
result.positionWS = positionWS + R * dist;
|
||||
result.rayWS = -V;
|
||||
|
||||
return result;
|
||||
}
|
||||
#endif
|
Reference in New Issue
Block a user