Shader "Custom/Cg shader with image-based diffuse lighting"
{
Properties {
_OriginalCube ("Environment Map", Cube) = "" {}
_Cube ("Diffuse Environment Map", Cube) = "" {}
}
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
// User-specified uniforms
uniform samplerCUBE _Cube;
struct vertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct vertexOutput {
float4 pos : SV_POSITION;
float3 normalDir : TEXCOORD0;
};
vertexOutput vert(vertexInput input)
{
vertexOutput output;
float4x4 modelMatrixInverse = _World2Object;
// multiplication with unity_Scale.w is unnecessary
// because we normalize transformed vectors
output.normalDir = normalize(
mul(float4(input.normal, 0.0), modelMatrixInverse).xyz);
output.pos = mul(UNITY_MATRIX_MVP, input.vertex);
return output;
}
float4 frag(vertexOutput input) : COLOR
{
return texCUBE(_Cube, input.normalDir);
}
ENDCG
}
}
}
using UnityEngine;
using UnityEditor;
using System.Collections;
[ExecuteInEditMode]
public class ComputeDiffuseEnvironmentMap : MonoBehaviour
{
public Cubemap originalCubeMap;
// environment map specified in the shader by the user
//[System.Serializable]
// avoid being deleted by the garbage collector,
// and thus leaking
private Cubemap filteredCubeMap;
// the computed diffuse irradience environment map
private void Update()
{
Cubemap originalTexture = null;
try
{
originalTexture = GetComponent<Renderer>().sharedMaterial.GetTexture(
"_OriginalCube") as Cubemap;
}
catch (System.Exception)
{
Debug.LogError("'_OriginalCube' not found on shader. "
+ "Are you using the wrong shader?");
return;
}
if (originalTexture == null)
// did the user set "none" for the map?
{
if (originalCubeMap != null)
{
GetComponent<Renderer>().sharedMaterial.SetTexture("_Cube", null);
originalCubeMap = null;
filteredCubeMap = null;
return;
}
}
else if (originalTexture == originalCubeMap
&& filteredCubeMap != null
&& GetComponent<Renderer>().sharedMaterial.GetTexture("_Cube") == null)
{
GetComponent<Renderer>().sharedMaterial.SetTexture("_Cube",
filteredCubeMap); // set the computed
// diffuse environment map in the shader
}
else if (originalTexture != originalCubeMap
|| filteredCubeMap
!= GetComponent<Renderer>().sharedMaterial.GetTexture("_Cube"))
{
if (EditorUtility.DisplayDialog(
"Processing of Environment Map",
"Do you want to process the cube map of face size "
+ originalTexture.width + "x" + originalTexture.width
+ "? (This will take some time.)",
"OK", "Cancel"))
{
if (filteredCubeMap
!= GetComponent<Renderer>().sharedMaterial.GetTexture("_Cube"))
{
if (GetComponent<Renderer>().sharedMaterial.GetTexture("_Cube")
!= null)
{
DestroyImmediate(
GetComponent<Renderer>().sharedMaterial.GetTexture(
"_Cube")); // clean up
}
}
if (filteredCubeMap != null)
{
DestroyImmediate(filteredCubeMap); // clean up
}
originalCubeMap = originalTexture;
filteredCubeMap = computeFilteredCubeMap();
//computes the diffuse environment map
GetComponent<Renderer>().sharedMaterial.SetTexture("_Cube",
filteredCubeMap); // set the computed
// diffuse environment map in the shader
return;
}
else
{
originalCubeMap = null;
filteredCubeMap = null;
GetComponent<Renderer>().sharedMaterial.SetTexture("_Cube", null);
GetComponent<Renderer>().sharedMaterial.SetTexture(
"_OriginalCube", null);
}
}
}
// This function computes a diffuse environment map in
// "filteredCubemap" of the same dimensions as "originalCubemap"
// by integrating -- for each texel of "filteredCubemap" --
// the diffuse illumination from all texels of "originalCubemap"
// for the surface normal vector corresponding to the direction
// of each texel of "filteredCubemap".
private Cubemap computeFilteredCubeMap()
{
Cubemap filteredCubeMap = new Cubemap(originalCubeMap.width,
originalCubeMap.format, true);
int filteredSize = filteredCubeMap.width;
int originalSize = originalCubeMap.width;
// Compute all texels of the diffuse environment cube map
// by itterating over all of them
for (int filteredFace = 0; filteredFace < 6; filteredFace++)
// the six sides of the cube
{
for (int filteredI = 0; filteredI < filteredSize; filteredI++)
{
for (int filteredJ = 0; filteredJ < filteredSize; filteredJ++)
{
Vector3 filteredDirection =
getDirection(filteredFace,
filteredI, filteredJ, filteredSize).normalized;
float totalWeight = 0.0f;
Vector3 originalDirection;
Vector3 originalFaceDirection;
float weight;
Color filteredColor = new Color(0.0f, 0.0f, 0.0f);
// sum (i.e. integrate) the diffuse illumination
// by all texels in the original environment map
for (int originalFace = 0; originalFace < 6; originalFace++)
{
originalFaceDirection = getDirection(
originalFace, 1, 1, 3).normalized;
//the normal vector of the face
for (int originalI = 0; originalI < originalSize; originalI++)
{
for (int originalJ = 0; originalJ < originalSize; originalJ++)
{
originalDirection = getDirection(
originalFace, originalI,
originalJ, originalSize);
// direction to the texel
// (i.e. light source)
weight = 1.0f
/ originalDirection.sqrMagnitude;
// take smaller size of more
// distant texels into account
originalDirection =
originalDirection.normalized;
weight = weight * Vector3.Dot(
originalFaceDirection,
originalDirection);
// take tilt of texel compared
// to face into account
weight = weight * Mathf.Max(0.0f,
Vector3.Dot(filteredDirection,
originalDirection));
// directional filter
// for diffuse illumination
totalWeight = totalWeight + weight;
// instead of analytically
// normalization, we just normalize
// to the potential max illumination
filteredColor = filteredColor + weight
* originalCubeMap.GetPixel(
(CubemapFace)originalFace,
originalI, originalJ); // add the
// illumination by this texel
}
}
}
filteredCubeMap.SetPixel(
(CubemapFace)filteredFace, filteredI,
filteredJ, filteredColor / totalWeight);
// store the diffuse illumination of this texel
}
}
}
// Avoid seams between cube faces: average edge texels
// to the same color on each side of the seam
int maxI = filteredCubeMap.width - 1;
for (int i = 0; i < maxI; i++)
{
setFaceAverage(ref filteredCubeMap,
0, i, 0, 2, maxI, maxI - i);
setFaceAverage(ref filteredCubeMap,
0, 0, i, 4, maxI, i);
setFaceAverage(ref filteredCubeMap,
0, i, maxI, 3, maxI, i);
setFaceAverage(ref filteredCubeMap,
0, maxI, i, 5, 0, i);
setFaceAverage(ref filteredCubeMap,
1, i, 0, 2, 0, i);
setFaceAverage(ref filteredCubeMap,
1, 0, i, 5, maxI, i);
setFaceAverage(ref filteredCubeMap,
1, i, maxI, 3, 0, maxI - i);
setFaceAverage(ref filteredCubeMap,
1, maxI, i, 4, 0, i);
setFaceAverage(ref filteredCubeMap,
2, i, 0, 5, maxI - i, 0);
setFaceAverage(ref filteredCubeMap,
2, i, maxI, 4, i, 0);
setFaceAverage(ref filteredCubeMap,
3, i, 0, 4, i, maxI);
setFaceAverage(ref filteredCubeMap,
3, i, maxI, 5, maxI - i, maxI);
}
// Avoid seams between cube faces:
// average corner texels to the same color
// on all three faces meeting in one corner
setCornerAverage(ref filteredCubeMap,
0, 0, 0, 2, maxI, maxI, 4, maxI, 0);
setCornerAverage(ref filteredCubeMap,
0, maxI, 0, 2, maxI, 0, 5, 0, 0);
setCornerAverage(ref filteredCubeMap,
0, 0, maxI, 3, maxI, 0, 4, maxI, maxI);
setCornerAverage(ref filteredCubeMap,
0, maxI, maxI, 3, maxI, maxI, 5, 0, maxI);
setCornerAverage(ref filteredCubeMap,
1, 0, 0, 2, 0, 0, 5, maxI, 0);
setCornerAverage(ref filteredCubeMap,
1, maxI, 0, 2, 0, maxI, 4, 0, 0);
setCornerAverage(ref filteredCubeMap,
1, 0, maxI, 3, 0, maxI, 5, maxI, maxI);
setCornerAverage(ref filteredCubeMap,
1, maxI, maxI, 3, 0, 0, 4, 0, maxI);
filteredCubeMap.Apply(); //apply all SetPixel(..) commands
return filteredCubeMap;
}
private void setFaceAverage(ref Cubemap filteredCubeMap,
int a, int b, int c, int d, int e, int f)
{
Color average =
(filteredCubeMap.GetPixel((CubemapFace)a, b, c)
+ filteredCubeMap.GetPixel((CubemapFace)d, e, f)) / 2.0f;
filteredCubeMap.SetPixel((CubemapFace)a, b, c, average);
filteredCubeMap.SetPixel((CubemapFace)d, e, f, average);
}
private void setCornerAverage(ref Cubemap filteredCubeMap,
int a, int b, int c, int d, int e, int f, int g, int h, int i)
{
Color average =
(filteredCubeMap.GetPixel((CubemapFace)a, b, c)
+ filteredCubeMap.GetPixel((CubemapFace)d, e, f)
+ filteredCubeMap.GetPixel((CubemapFace)g, h, i)) / 3.0f;
filteredCubeMap.SetPixel((CubemapFace)a, b, c, average);
filteredCubeMap.SetPixel((CubemapFace)d, e, f, average);
filteredCubeMap.SetPixel((CubemapFace)g, h, i, average);
}
private Vector3 getDirection(int face, int i, int j, int size)
{
switch (face)
{
case 0:
return new Vector3(0.5f,
-((j + 0.5f) / size - 0.5f),
-((i + 0.5f) / size - 0.5f));
case 1:
return new Vector3(-0.5f,
-((j + 0.5f) / size - 0.5f),
((i + 0.5f) / size - 0.5f));
case 2:
return new Vector3(((i + 0.5f) / size - 0.5f),
0.5f, ((j + 0.5f) / size - 0.5f));
case 3:
return new Vector3(((i + 0.5f) / size - 0.5f),
-0.5f, -((j + 0.5f) / size - 0.5f));
case 4:
return new Vector3(((i + 0.5f) / size - 0.5f),
-((j + 0.5f) / size - 0.5f), 0.5f);
case 5:
return new Vector3(-((i + 0.5f) / size - 0.5f),
-((j + 0.5f) / size - 0.5f), -0.5f);
default:
return Vector3.zero;
}
}
}