123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526 |
- using System;
-
- namespace UnityEngine.Rendering
- {
- /// <summary>
- /// Light Unit Utils contains functions and definitions to facilitate conversion between different light intensity units.
- /// </summary>
- public static class LightUnitUtils
- {
- static float k_LuminanceToEvFactor => Mathf.Log(100f / ColorUtils.s_LightMeterCalibrationConstant, 2);
-
- static float k_EvToLuminanceFactor => -k_LuminanceToEvFactor;
-
- /// <summary>
- /// The solid angle of a full sphere in steradians.
- /// </summary>
- public const float SphereSolidAngle = 4.0f * Mathf.PI;
-
- /// <summary>
- /// Get the unit that light intensity is measured in, for a specific light type.
- /// </summary>
- /// <param name="lightType">The type of light to get the native light unit for.</param>
- /// <returns>The native unit of that light types intensity.</returns>
- public static LightUnit GetNativeLightUnit(LightType lightType)
- {
- switch (lightType)
- {
- // Punctual lights
- case LightType.Spot:
- case LightType.Point:
- case LightType.Pyramid:
- return LightUnit.Candela;
-
- // Directional lights
- case LightType.Directional:
- case LightType.Box:
- return LightUnit.Lux;
-
- // Area lights
- case LightType.Rectangle:
- case LightType.Disc:
- case LightType.Tube:
- return LightUnit.Nits;
-
- default:
- throw new ArgumentOutOfRangeException();
- }
- }
-
- /// <summary>
- /// Check if a light types intensity can be converted to/from a light unit.
- /// </summary>
- /// <param name="lightType">Light type to check.</param>
- /// <param name="lightUnit">Unit to check.</param>
- /// <returns>True if light unit is supported.</returns>
- public static bool IsLightUnitSupported(LightType lightType, LightUnit lightUnit)
- {
- const int punctualUnits = 1 << (int)LightUnit.Lumen |
- 1 << (int)LightUnit.Candela |
- 1 << (int)LightUnit.Lux |
- 1 << (int)LightUnit.Ev100;
-
- const int directionalUnits = 1 << (int)LightUnit.Lux;
-
- const int areaUnits = 1 << (int)LightUnit.Lumen |
- 1 << (int)LightUnit.Nits |
- 1 << (int)LightUnit.Ev100;
-
- int lightUnitFlag = 1 << (int)lightUnit;
-
- switch (lightType)
- {
- // Punctual lights
- case LightType.Point:
- case LightType.Spot:
- case LightType.Pyramid:
- return (lightUnitFlag & punctualUnits) > 0;
-
- // Directional lights
- case LightType.Directional:
- case LightType.Box:
- return (lightUnitFlag & directionalUnits) > 0;
-
- // Area lights
- case LightType.Rectangle:
- case LightType.Disc:
- case LightType.Tube:
- return (lightUnitFlag & areaUnits) > 0;
-
- default:
- return false;
- }
- }
-
- /// <summary>
- /// Get the solid angle of a Point light.
- /// </summary>
- /// <returns>4 * Pi steradians.</returns>
- public static float GetSolidAngleFromPointLight()
- {
- return SphereSolidAngle;
- }
-
- /// <summary>
- /// Get the solid angle of a Spot light.
- /// </summary>
- /// <param name="spotAngle">The spot angle in degrees.</param>
- /// <returns>Solid angle in steradians.</returns>
- public static float GetSolidAngleFromSpotLight(float spotAngle)
- {
- double angle = Math.PI * spotAngle / 180.0;
- double solidAngle = 2.0 * Math.PI * (1.0 - Math.Cos(angle * 0.5));
- return (float)solidAngle;
- }
-
- /// <summary>
- /// Get the solid angle of a Pyramid light.
- /// </summary>
- /// <param name="spotAngle">The spot angle in degrees.</param>
- /// <param name="aspectRatio">The aspect ratio of the pyramid.</param>
- /// <returns>Solid angle in steradians.</returns>
- public static float GetSolidAngleFromPyramidLight(float spotAngle, float aspectRatio)
- {
- if (aspectRatio < 1.0f)
- {
- aspectRatio = (float)(1.0 / aspectRatio);
- }
-
- double angleA = Math.PI * spotAngle / 180.0;
- double length = Math.Tan(0.5 * angleA) * aspectRatio;
- double angleB = Math.Atan(length) * 2.0;
- double solidAngle = 4.0 * Math.Asin(Math.Sin(angleA * 0.5) * Math.Sin(angleB * 0.5));
- return (float)solidAngle;
- }
-
- internal static float GetSolidAngle(LightType lightType, bool spotReflector, float spotAngle, float aspectRatio)
- {
- return lightType switch
- {
- LightType.Spot => spotReflector ? GetSolidAngleFromSpotLight(spotAngle) : SphereSolidAngle,
- LightType.Pyramid => spotReflector ? GetSolidAngleFromPyramidLight(spotAngle, aspectRatio) : SphereSolidAngle,
- LightType.Point => GetSolidAngleFromPointLight(),
- _ => throw new ArgumentException("Solid angle is undefined for lights of type " + lightType)
- };
- }
-
- /// <summary>
- /// Get the projected surface area of a Rectangle light.
- /// </summary>
- /// <param name="rectSizeX">The width of the rectangle.</param>
- /// <param name="rectSizeY">The height of the rectangle.</param>
- /// <returns>Surface area.</returns>
- public static float GetAreaFromRectangleLight(float rectSizeX, float rectSizeY)
- {
- return Mathf.Abs(rectSizeX * rectSizeY) * Mathf.PI;
- }
-
- /// <summary>
- /// Get the projected surface area of a Rectangle light.
- /// </summary>
- /// <param name="rectSize">The size of the rectangle.</param>
- /// <returns>Projected surface area.</returns>
- public static float GetAreaFromRectangleLight(Vector2 rectSize)
- {
- return GetAreaFromRectangleLight(rectSize.x, rectSize.y);
- }
-
- /// <summary>
- /// Get the projected surface area of a Disc light.
- /// </summary>
- /// <param name="discRadius">The radius of the disc.</param>
- /// <returns>Projected surface area.</returns>
- public static float GetAreaFromDiscLight(float discRadius)
- {
- return discRadius * discRadius * Mathf.PI;
- }
-
- /// <summary>
- /// Get the projected surface area of a Tube light.
- /// </summary>
- /// <remarks>Note that Tube lights have no physical surface area.
- /// Instead this method returns a value suitable for Nits<=>Lumen unit conversion.</remarks>
- /// <param name="tubeLength">The length of the tube.</param>
- /// <returns>4 * Pi * (tube length).</returns>
- public static float GetAreaFromTubeLight(float tubeLength)
- {
- // Line lights expect radiance (W / (sr * m^2)) in the shader.
- // In the UI, we specify luminous flux (power) in lumens.
- // First, it needs to be converted to radiometric units (radian flux, W).
- //
- // Then we must recall how to compute power from radiance:
- //
- // radiance = differential_power / (differential_projected_area * differential_solid_angle),
- // radiance = differential_power / (differential_area * differential_solid_angle * <N, L>),
- // power = Integral{area, Integral{hemisphere, radiance * <N, L>}}.
- //
- // Unlike line lights, our line lights have no surface area, so the integral becomes:
- //
- // power = Integral{length, Integral{sphere, radiance}}.
- //
- // For an isotropic line light, radiance is constant, therefore:
- //
- // power = length * (4 * Pi) * radiance,
- // radiance = power / (length * (4 * Pi)).
-
- return Mathf.Abs(tubeLength) * 4.0f * Mathf.PI;
- }
-
- /// <summary>
- /// Convert intensity in Lumen to Candela.
- /// </summary>
- /// <param name="lumen">Intensity in Lumen.</param>
- /// <param name="solidAngle">Light solid angle in steradians.</param>
- /// <returns>Intensity in Candela.</returns>
- public static float LumenToCandela(float lumen, float solidAngle)
- {
- return lumen / solidAngle;
- }
-
- /// <summary>
- /// Convert intensity in Candela to Lumen.
- /// </summary>
- /// <param name="candela">Intensity in Candela.</param>
- /// <param name="solidAngle">Light solid angle in steradians.</param>
- /// <returns>Intensity in Lumen.</returns>
- public static float CandelaToLumen(float candela, float solidAngle)
- {
- return candela * solidAngle;
- }
-
- /// <summary>
- /// Convert intensity in Lumen to Nits.
- /// </summary>
- /// <param name="lumen">Intensity in Lumen.</param>
- /// <param name="area">Projected surface area of the light source.</param>
- /// <returns>Intensity in Nits.</returns>
- public static float LumenToNits(float lumen, float area)
- {
- return lumen / area;
- }
-
- /// <summary>
- /// Convert intensity in Nits to Lumen.
- /// </summary>
- /// <param name="nits">Intensity in Nits.</param>
- /// <param name="area">Projected surface area of the light source.</param>
- /// <returns>Intensity in Lumen.</returns>
- public static float NitsToLumen(float nits, float area)
- {
- return nits * area;
- }
-
- /// <summary>
- /// Convert intensity in Lux to Candela.
- /// </summary>
- /// <param name="lux">Intensity in Lux.</param>
- /// <param name="distance">Distance between light and surface.</param>
- /// <returns>Intensity in Candela.</returns>
- public static float LuxToCandela(float lux, float distance)
- {
- return lux / (distance * distance);
- }
-
- /// <summary>
- /// Convert intensity in Candela to Lux.
- /// </summary>
- /// <param name="candela">Intensity in Lux.</param>
- /// <param name="distance">Distance between light and surface.</param>
- /// <returns>Intensity in Lux.</returns>
- public static float CandelaToLux(float candela, float distance)
- {
- return candela * distance * distance;
- }
-
- /// <summary>
- /// Convert intensity in Ev100 to Nits.
- /// </summary>
- /// <param name="ev100">Intensity in Ev100.</param>
- /// <returns>Intensity in Nits.</returns>
- public static float Ev100ToNits(float ev100)
- {
- return Mathf.Pow(2.0f, ev100 + k_EvToLuminanceFactor);
- }
-
- /// <summary>
- /// Convert intensity in Nits to Ev100.
- /// </summary>
- /// <param name="nits">Intensity in Nits.</param>
- /// <returns>Intensity in Ev100.</returns>
- public static float NitsToEv100(float nits)
- {
- return Mathf.Log(nits, 2) + k_LuminanceToEvFactor;
- }
-
- /// <summary>
- /// Convert intensity in Ev100 to Candela.
- /// </summary>
- /// <param name="ev100">Intensity in Ev100.</param>
- /// <returns>Intensity in Candela.</returns>
- public static float Ev100ToCandela(float ev100)
- {
- return Ev100ToNits(ev100);
- }
-
- /// <summary>
- /// Convert intensity in Candela to Ev100.
- /// </summary>
- /// <param name="candela">Intensity in Candela.</param>
- /// <returns>Intensity in Ev100.</returns>
- public static float CandelaToEv100(float candela)
- {
- return NitsToEv100(candela);
- }
-
- internal static float ConvertIntensityInternal(float intensity, LightUnit fromUnit, LightUnit toUnit,
- LightType lightType, float area, float luxAtDistance, float solidAngle)
- {
- if (!IsLightUnitSupported(lightType, fromUnit) || !IsLightUnitSupported(lightType, toUnit))
- {
- throw new ArgumentException("Converting " + fromUnit + " to " + toUnit
- + " is undefined for lights of type " + lightType);
- }
-
- if (fromUnit == toUnit)
- {
- return intensity;
- }
-
- switch (fromUnit)
- {
- case LightUnit.Lumen:
- {
- switch (toUnit)
- {
- case LightUnit.Candela:
- {
- // Lumen => Candela:
- return LumenToCandela(intensity, solidAngle);
- }
-
- case LightUnit.Lux:
- {
- // Lumen => Candela => Lux
- float candela = LumenToCandela(intensity, solidAngle);
- return CandelaToLux(candela, luxAtDistance);
- }
-
- case LightUnit.Nits:
- {
- // Lumen => Nits
- return LumenToNits(intensity, area);
- }
-
- case LightUnit.Ev100:
- {
- // Lumen => Candela/Nits => Ev100
- float candelaNits = lightType switch
- {
- LightType.Point or LightType.Spot or LightType.Pyramid =>
- LumenToCandela(intensity, solidAngle),
-
- LightType.Rectangle or LightType.Disc or LightType.Tube =>
- LumenToNits(intensity, area),
-
- _ =>
- throw new ArgumentException("Converting from Lumen to Ev100 is undefined for light type "
- + lightType)
- };
- return NitsToEv100(candelaNits);
- }
-
- default:
- throw new ArgumentOutOfRangeException(nameof(toUnit), toUnit, null);
- }
- }
-
- case LightUnit.Candela:
- {
- switch (toUnit)
- {
- case LightUnit.Lumen:
- {
- // Candela => Lumen
- return CandelaToLumen(intensity, solidAngle);
- }
-
- case LightUnit.Lux:
- {
- // Candela => Lux
- return CandelaToLux(intensity, luxAtDistance);
- }
-
- case LightUnit.Ev100:
- {
- // Candela => Ev100
- return NitsToEv100(intensity);
- }
-
- default:
- throw new ArgumentOutOfRangeException(nameof(toUnit), toUnit, null);
- }
- }
-
- case LightUnit.Lux:
- {
- switch (toUnit)
- {
- case LightUnit.Lumen:
- {
- // Lux => Candela => Lumen
- float candela = LuxToCandela(intensity, luxAtDistance);
- return CandelaToLumen(candela, solidAngle);
- }
-
- case LightUnit.Candela:
- {
- // Lux => Candela
- return LuxToCandela(intensity, luxAtDistance);
- }
-
- case LightUnit.Ev100:
- {
- // Lux => Candela => Ev100
- float candela = LuxToCandela(intensity, luxAtDistance);
- return NitsToEv100(candela);
- }
-
- default:
- throw new ArgumentOutOfRangeException(nameof(toUnit), toUnit, null);
- }
- }
-
- case LightUnit.Nits:
- {
- switch (toUnit)
- {
- case LightUnit.Lumen:
- {
- return NitsToLumen(intensity, area);
- }
-
- case LightUnit.Ev100:
- {
- return NitsToEv100(intensity);
- }
-
- default:
- throw new ArgumentOutOfRangeException(nameof(toUnit), toUnit, null);
- }
- }
-
- case LightUnit.Ev100:
- {
- switch (toUnit)
- {
- case LightUnit.Lumen:
- {
- // Ev100 => Candela/Nits => Lumen
- float candelaOrNits = Ev100ToNits(intensity);
- return lightType switch
- {
- LightType.Point or LightType.Spot or LightType.Pyramid =>
- CandelaToLumen(candelaOrNits, solidAngle),
-
- LightType.Rectangle or LightType.Disc or LightType.Tube =>
- NitsToLumen(candelaOrNits, area),
-
- _ =>
- throw new ArgumentException("Converting from Lumen to Ev100 is undefined for light type "
- + lightType)
- };
- }
-
- case LightUnit.Nits:
- case LightUnit.Candela:
- {
- // Ev100 => Candela/Nits
- return Ev100ToNits(intensity);
- }
-
- case LightUnit.Lux:
- {
- // Ev100 => Candela => Lux
- float candela = Ev100ToNits(intensity);
- return CandelaToLux(candela, luxAtDistance);
- }
-
- default:
- throw new ArgumentOutOfRangeException(nameof(toUnit), toUnit, null);
- }
- }
- default:
- throw new ArgumentOutOfRangeException(nameof(fromUnit), fromUnit, null);
- }
- }
-
- /// <summary>
- /// Convert intensity from one unit to another using the parameters of a given Light.
- /// </summary>
- /// <param name="light">Light to use parameters from.</param>
- /// <param name="intensity">Intensity to be converted.</param>
- /// <param name="fromUnit">Unit to convert from.</param>
- /// <param name="toUnit">Unit to convert to.</param>
- /// <returns>Converted intensity.</returns>
- public static float ConvertIntensity(Light light, float intensity, LightUnit fromUnit, LightUnit toUnit)
- {
- LightType lightType = light.type;
- float area = lightType switch
- {
- LightType.Rectangle => GetAreaFromRectangleLight(light.areaSize),
- LightType.Disc => GetAreaFromDiscLight(light.areaSize.x), // Disc radius is stored in areaSize.x
- LightType.Tube => GetAreaFromTubeLight(light.areaSize.x), // Tube length is stored in areaSize.x
- _ => 0.0f
- };
- float luxAtDistance = light.luxAtDistance;
- float solidAngle = lightType switch
- {
- LightType.Spot or LightType.Pyramid or LightType.Point => GetSolidAngle(lightType, light.enableSpotReflector,
- light.spotAngle, light.areaSize.x), // Pyramid aspect ratio is store in areaSize.x
- _ => 0.0f
- };
-
- return ConvertIntensityInternal(intensity, fromUnit, toUnit, lightType, area, luxAtDistance, solidAngle);
- }
- }
- }
|