Use generic diffusion profiles instead of skin-specific
Signed-off-by: Santi Paprika <santi.gonzalez.cs@gmail.com>
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@@ -23,6 +23,7 @@ float3 TransmissionKernel(float t, float3 s)
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return 0.25 * (1.0 / exp(exponent) + 3.0 / exp(exponent / 3.0));
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}
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// [specific profile for SKIN (not used ATM)]
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// Analytical integation (approximation) of diffusion profile over radius, could be precomputed in a LUT
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float3 T(float s)
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{
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@@ -68,11 +69,15 @@ float3 GetBackLighting(Surface surface, LightingData lightingData, float3 lightI
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float E = max(lightingData.angleOffset + dot(-surface.normal, dirToLight),0.0);
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// Transmission distance computed from shadowmaps modulated by editor-exposed parameters
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float s = transmissionDistance * surface.transmission.thickness * (100 - transmissionParams.w) * 10;
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float s = transmissionDistance * surface.transmission.thickness * (100 - transmissionParams.w);
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// Use scattering color to weight thin object transmission color
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const float3 invScattering = rcp(transmissionParams.xyz);
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// Albedo at front (surface point) is used to approximate irradiance at the back of the object
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// See observation 4 in [Jimenez J. et al, 2010]
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result = T(s) * lightIntensity * surface.albedo * E;
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result = TransmissionKernel(s, invScattering) * lightIntensity * surface.albedo * E;
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// result = T(s) * lightIntensity * surface.albedo * E;
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}
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break;
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}
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