├── .gitignore ├── Assets ├── Actors.meta ├── Actors │ ├── Lighting_Rig.meta │ ├── Lighting_Rig │ │ ├── m_TargetObject_01.mat │ │ ├── m_TargetObject_01.mat.meta │ │ ├── p_Lighting_Rig_01.prefab │ │ ├── p_Lighting_Rig_01.prefab.meta │ │ ├── p_Lighting_Rig_02.prefab │ │ ├── p_Lighting_Rig_02.prefab.meta │ │ ├── p_Lighting_Rig_03.prefab │ │ └── p_Lighting_Rig_03.prefab.meta │ ├── UI.meta │ ├── UI │ │ ├── p_UI_Main_Screen.prefab │ │ └── p_UI_Main_Screen.prefab.meta │ ├── World.meta │ └── World │ │ ├── Skybox.meta │ │ ├── Skybox │ │ ├── m_Skybox_01.mat │ │ ├── m_Skybox_01.mat.meta │ │ ├── t_Daylight_Box_UV_01_cm.png │ │ └── t_Daylight_Box_UV_01_cm.png.meta │ │ ├── m_Mat_Cap_01.mat │ │ ├── m_Mat_Cap_01.mat.meta │ │ ├── p_Cube_01.prefab │ │ ├── p_Cube_01.prefab.meta │ │ ├── p_Cylinder_01.prefab │ │ ├── p_Cylinder_01.prefab.meta │ │ ├── p_Main_Camera.prefab │ │ ├── p_Main_Camera.prefab.meta │ │ ├── p_Sphere_01.prefab │ │ └── p_Sphere_01.prefab.meta ├── Plugins.meta ├── Plugins │ ├── Editor.meta │ └── Editor │ │ ├── JetBrains.meta │ │ └── JetBrains │ │ ├── Unity3DRider.cs │ │ └── Unity3DRider.cs.meta ├── Scenes.meta ├── Scenes │ ├── DemoScene.unity │ ├── DemoScene.unity.meta │ ├── LightingRigSandbox.unity │ └── LightingRigSandbox.unity.meta ├── Shaders.meta ├── Shaders │ ├── s_MatCap_01.shader │ └── s_MatCap_01.shader.meta ├── Sources.meta └── Sources │ ├── Core.meta │ ├── Core │ ├── CameraRuntimeRef.cs │ ├── CameraRuntimeRef.cs.meta │ ├── RegisterCamera.cs │ ├── RegisterCamera.cs.meta │ ├── RuntimeRef.cs │ └── RuntimeRef.cs.meta │ ├── Data.meta │ ├── Data │ ├── Lighting.meta │ ├── Lighting │ │ ├── CPU_Renderer.asset │ │ ├── CPU_Renderer.asset.meta │ │ ├── Lighting_Rig_Factory.asset │ │ ├── Lighting_Rig_Factory.asset.meta │ │ ├── MatCap_Snapshot.asset │ │ └── MatCap_Snapshot.asset.meta │ ├── Main_Camera_Runtime_Ref.asset │ └── Main_Camera_Runtime_Ref.asset.meta │ ├── Lighting.meta │ ├── Lighting │ ├── LightingDataListener.cs │ ├── LightingDataListener.cs.meta │ ├── LightingRig.cs │ ├── LightingRig.cs.meta │ ├── LightingRigFactory.cs │ ├── LightingRigFactory.cs.meta │ ├── MatCapSnapshot.cs │ ├── MatCapSnapshot.cs.meta │ ├── RendererIBL.meta │ └── RendererIBL │ │ ├── CPURenderer.cs │ │ ├── CPURenderer.cs.meta │ │ ├── ComputeShaderRenderer.cs │ │ ├── ComputeShaderRenderer.cs.meta │ │ ├── RayData.cs │ │ ├── RayData.cs.meta │ │ ├── RendererBase.cs │ │ └── RendererBase.cs.meta │ ├── RandomRotation.cs │ └── RandomRotation.cs.meta ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset └── UnityConnectSettings.asset ├── README.md └── UnityPackageManager └── manifest.json /.gitignore: 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-------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5669458b7533d714a9ffca13b0136f7a 3 | timeCreated: 1523888131 4 | licenseType: Free 5 | DefaultImporter: 6 | externalObjects: {} 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1c11ceb91c80fec4b9e3c63c679553fb 3 | folderAsset: yes 4 | timeCreated: 1523909651 5 | licenseType: Free 6 | DefaultImporter: 7 | externalObjects: {} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Shaders/s_MatCap_01.shader: -------------------------------------------------------------------------------- 1 | Shader "IBL/MatCap_01" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | _DiffuseLight ("Diffuse Light", 2D) = "black" {} 7 | _SpecularLight ("Specular Light", 2D) = "black" {} 8 | _AmbientLight ("Ambient Light", 2D) = "black" {} 9 | _CombinedLight ("Combined Light", 2D) = "black" {} 10 | } 11 | SubShader 12 | { 13 | Tags { "RenderType"="Opaque" } 14 | LOD 100 15 | 16 | Pass 17 | { 18 | CGPROGRAM 19 | #pragma vertex vert 20 | #pragma fragment frag 21 | 22 | #include "UnityCG.cginc" 23 | 24 | struct appdata 25 | { 26 | float4 vertex : POSITION; 27 | float2 uv : TEXCOORD0; 28 | float3 normal : NORMAL; 29 | }; 30 | 31 | struct v2f 32 | { 33 | float2 uv : TEXCOORD0; 34 | float4 vertex : SV_POSITION; 35 | float3 normalView : TEXCOORD1; // Noramls in viewspace 36 | }; 37 | 38 | sampler2D _MainTex; 39 | float4 _MainTex_ST; 40 | sampler2D _CombinedLight; 41 | 42 | v2f vert (appdata v) 43 | { 44 | v2f o; 45 | o.vertex = UnityObjectToClipPos(v.vertex); 46 | o.uv = TRANSFORM_TEX(v.uv, _MainTex); 47 | o.normalView = mul(UNITY_MATRIX_V, float4(UnityObjectToWorldNormal(v.normal), 0.0)).xyz; 48 | return o; 49 | } 50 | 51 | fixed4 frag (v2f i) : SV_Target 52 | { 53 | fixed4 col = tex2D(_MainTex, i.uv); 54 | float3 normalView = normalize(i.normalView); 55 | col *= tex2D(_CombinedLight, normalView.xy * 0.5 + 0.5); 56 | return col; 57 | } 58 | ENDCG 59 | } 60 | } 61 | } 62 | -------------------------------------------------------------------------------- /Assets/Shaders/s_MatCap_01.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: eec05563df115bf459cf137cc7c52343 3 | timeCreated: 1523909672 4 | licenseType: Free 5 | ShaderImporter: 6 | externalObjects: {} 7 | defaultTextures: [] 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Sources.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c6e7aecb50780814ab1e75aa3c9dbe8f 3 | folderAsset: yes 4 | timeCreated: 1523888172 5 | licenseType: Free 6 | DefaultImporter: 7 | externalObjects: {} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Sources/Core.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e18ab6953ab34a34191acd18c0ef5ec2 3 | folderAsset: yes 4 | timeCreated: 1523891536 5 | licenseType: Free 6 | DefaultImporter: 7 | externalObjects: {} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Sources/Core/CameraRuntimeRef.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace IkigaiGames.IBLDemo.Core 4 | { 5 | [CreateAssetMenu(menuName = "ScriptableObjects/CameraRuntimeRef")] 6 | public class CameraRuntimeRef : RuntimeRef 7 | { 8 | } 9 | } 10 | -------------------------------------------------------------------------------- /Assets/Sources/Core/CameraRuntimeRef.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1ea56ae3658f24a47bfd1696fc33c3b9 3 | timeCreated: 1523896897 4 | licenseType: Free 5 | MonoImporter: 6 | externalObjects: {} 7 | serializedVersion: 2 8 | defaultReferences: [] 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | assetBundleVariant: 14 | -------------------------------------------------------------------------------- /Assets/Sources/Core/RegisterCamera.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace IkigaiGames.IBLDemo.Core 4 | { 5 | /// 6 | /// Helper script which provide active camera data to CameraRuntimeRef scriptable object 7 | /// 8 | [RequireComponent(typeof(Camera))] 9 | public class RegisterCamera : MonoBehaviour 10 | { 11 | [SerializeField] private CameraRuntimeRef _cameraRuntimeRef; 12 | 13 | private Camera _camera; 14 | 15 | private void Awake() 16 | { 17 | _camera = GetComponent(); 18 | } 19 | 20 | private void OnEnable() 21 | { 22 | _cameraRuntimeRef.Register(_camera); 23 | } 24 | 25 | private void OnDisable() 26 | { 27 | _cameraRuntimeRef.Unregister(_camera); 28 | } 29 | } 30 | } 31 | -------------------------------------------------------------------------------- /Assets/Sources/Core/RegisterCamera.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8e844a415f37eab42b5286503f6d3244 3 | timeCreated: 1523897394 4 | licenseType: Free 5 | MonoImporter: 6 | externalObjects: {} 7 | serializedVersion: 2 8 | defaultReferences: [] 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | assetBundleVariant: 14 | -------------------------------------------------------------------------------- /Assets/Sources/Core/RuntimeRef.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace IkigaiGames.IBLDemo.Core 4 | { 5 | public abstract class RuntimeRef : ScriptableObject where T : class 6 | { 7 | #if UNITY_EDITOR 8 | [Multiline] 9 | public string DeveloperDescription = ""; 10 | #endif 11 | // Proper refered object name is not shown in Inspector 12 | // to overcome this issue we need custom inspector script 13 | // Clicking on the reference still getting us to the proper object 14 | public T Value; 15 | 16 | public void Register(T value) 17 | { 18 | Value = value; 19 | } 20 | 21 | public void Unregister(T value) 22 | { 23 | if (Value == value) 24 | { 25 | Value = null; 26 | } 27 | } 28 | } 29 | } 30 | -------------------------------------------------------------------------------- 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-------------------------------------------------------------------------------- /Assets/Sources/Lighting/LightingDataListener.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace IkigaiGames.IBLDemo.Lighting 4 | { 5 | public class LightingDataListener : MonoBehaviour 6 | { 7 | [SerializeField] private MatCapSnapshot _matCapSnapshot; 8 | 9 | private MaterialPropertyBlock _matPropertyBlock; 10 | private Renderer _renderer; 11 | 12 | private readonly int _diffuseHash = Shader.PropertyToID("_DiffuseLight"); 13 | private readonly int _specularHash = Shader.PropertyToID("_SpecularLight"); 14 | private readonly int _ambientHash = Shader.PropertyToID("_AmbientLight"); 15 | private readonly int _combinedHash = Shader.PropertyToID("_CombinedLight"); 16 | 17 | private void Awake() 18 | { 19 | _matPropertyBlock = new MaterialPropertyBlock(); 20 | _renderer = GetComponent(); 21 | } 22 | 23 | private void OnEnable() 24 | { 25 | _matCapSnapshot.OnMatCapUpdate += UpdateLightingData; 26 | 27 | // Need to update data on material in case LightingRig was updated while object was inactive 28 | UpdateLightingData(); 29 | } 30 | 31 | private void OnDisable() 32 | { 33 | _matCapSnapshot.OnMatCapUpdate -= UpdateLightingData; 34 | } 35 | 36 | private void UpdateLightingData() 37 | { 38 | _renderer.GetPropertyBlock(_matPropertyBlock); 39 | 40 | _matPropertyBlock.SetTexture(_diffuseHash, _matCapSnapshot.Diffuse); 41 | _matPropertyBlock.SetTexture(_specularHash, _matCapSnapshot.Specular); 42 | _matPropertyBlock.SetTexture(_ambientHash, _matCapSnapshot.Ambient); 43 | _matPropertyBlock.SetTexture(_combinedHash, _matCapSnapshot.Combined); 44 | 45 | _renderer.SetPropertyBlock(_matPropertyBlock); 46 | } 47 | } 48 | } 49 | -------------------------------------------------------------------------------- /Assets/Sources/Lighting/LightingDataListener.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d4b8d73ee0e22e742acbccb2edc5e3e5 3 | timeCreated: 1523908549 4 | licenseType: Free 5 | MonoImporter: 6 | externalObjects: {} 7 | serializedVersion: 2 8 | defaultReferences: [] 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | assetBundleVariant: 14 | -------------------------------------------------------------------------------- /Assets/Sources/Lighting/LightingRig.cs: -------------------------------------------------------------------------------- 1 | using System.Reflection.Emit; 2 | using UnityEngine; 3 | 4 | namespace IkigaiGames.IBLDemo.Lighting 5 | { 6 | /// 7 | /// LightingRig data container which reference all needed data for texture baking 8 | /// it should not be instantiated during game 9 | /// 10 | [ExecuteInEditMode] 11 | public class LightingRig : MonoBehaviour 12 | { 13 | private const string SupportedSkyboxShader = "Skybox/Cubemap"; 14 | 15 | public Transform TargetObject; 16 | public Light[] Lights; 17 | public Cubemap AmbientLight; 18 | 19 | // Here we try to grab all changes of skybox in RenderSettings via [ExecuteInEditMode] 20 | // this way user not gonna need to set skybox in two different places during Lighting Rig setup 21 | #if UNITY_EDITOR 22 | private Material _cachedSkyboxMat; 23 | 24 | private void Update() 25 | { 26 | // Update only for using in editor mode 27 | if (Application.isPlaying) 28 | { 29 | return; 30 | } 31 | 32 | if (RenderSettings.skybox == null || _cachedSkyboxMat == RenderSettings.skybox) 33 | { 34 | _cachedSkyboxMat = null; 35 | return; 36 | } 37 | 38 | _cachedSkyboxMat = RenderSettings.skybox; 39 | 40 | if (_cachedSkyboxMat.shader.name.Equals(SupportedSkyboxShader)) 41 | { 42 | AmbientLight = (Cubemap) _cachedSkyboxMat.GetTexture("_Tex"); 43 | } 44 | else 45 | { 46 | Debug.LogError("Unsupported Skybox material, please use one with cubemap"); 47 | } 48 | } 49 | #endif 50 | } 51 | } 52 | -------------------------------------------------------------------------------- /Assets/Sources/Lighting/LightingRig.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e57325945ce991e44ad4d99d2d32558e 3 | timeCreated: 1523899142 4 | licenseType: Free 5 | MonoImporter: 6 | externalObjects: {} 7 | serializedVersion: 2 8 | defaultReferences: [] 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | assetBundleVariant: 14 | -------------------------------------------------------------------------------- /Assets/Sources/Lighting/LightingRigFactory.cs: -------------------------------------------------------------------------------- 1 | using IkigaiGames.IBLDemo.Core; 2 | using IkigaiGames.IBLDemo.RendererIBL; 3 | using UnityEngine; 4 | 5 | namespace IkigaiGames.IBLDemo.Lighting 6 | { 7 | /// 8 | /// Manager responsible for creating MatCap snapshot from the provided lighting rig 9 | /// 10 | [CreateAssetMenu(menuName = "ScriptableObjects/LightingRigFactory")] 11 | public class LightingRigFactory : ScriptableObject 12 | { 13 | [Header("Runtime Vars")] 14 | [SerializeField, Tooltip("Overwriten during runtime")] private GameObject _activeLightingRigPrefab; 15 | 16 | [Header("Setup Varialbes")] 17 | [SerializeField] private RendererBase _rendererIBL; 18 | [SerializeField] private MatCapSnapshot _matCapSnapshot; 19 | [SerializeField] private CameraRuntimeRef _cameraRef; 20 | 21 | /// 22 | /// Bake light textures from provided lighting rig 23 | /// 24 | /// 25 | public void BuildRig(LightingRig lightingRigPrefab) 26 | { 27 | if (lightingRigPrefab == null) 28 | { 29 | Debug.LogError("LightingRigPrefab not provided"); 30 | } 31 | 32 | _rendererIBL.Render(_matCapSnapshot, lightingRigPrefab, _cameraRef); 33 | } 34 | } 35 | } 36 | -------------------------------------------------------------------------------- /Assets/Sources/Lighting/LightingRigFactory.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1b18b745884355d4e8bdf06891162629 3 | timeCreated: 1523891687 4 | licenseType: Free 5 | MonoImporter: 6 | externalObjects: {} 7 | serializedVersion: 2 8 | defaultReferences: [] 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | assetBundleVariant: 14 | -------------------------------------------------------------------------------- /Assets/Sources/Lighting/MatCapSnapshot.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | namespace IkigaiGames.IBLDemo.Lighting 5 | { 6 | /// 7 | /// Latest MatCap snapshot with all needed texture for PBR lighting 8 | /// 9 | [CreateAssetMenu(menuName = "ScriptableObjects/MatCapSnapshot")] 10 | public class MatCapSnapshot : ScriptableObject 11 | { 12 | // Should be in POT 13 | private const int Resolution = 32; 14 | 15 | [Header("Runtime Only Values")] 16 | public Texture2D Ambient; 17 | public Texture2D Diffuse; 18 | public Texture2D Specular; 19 | // Abmient, Diffuse & Specular all cobmined in one texture 20 | // Specular goes in Alpha channel and can't transfer color 21 | public Texture2D Combined; 22 | 23 | public event Action OnMatCapUpdate; 24 | 25 | // Needed to be sure we never have empty fields to avoid NullRef when using this data structure 26 | private void OnEnable() 27 | { 28 | Ambient = new Texture2D(Resolution, Resolution); 29 | Diffuse = new Texture2D(Resolution, Resolution); 30 | Specular = new Texture2D(Resolution, Resolution); 31 | // At this version on software only Combined texture are used 32 | Combined = new Texture2D(Resolution, Resolution, TextureFormat.RGBA32, true, false) 33 | { 34 | wrapMode = TextureWrapMode.Clamp, 35 | filterMode = FilterMode.Bilinear, 36 | anisoLevel = 2 37 | }; 38 | } 39 | 40 | public void UpdateTextures(Texture2D diffuse, Texture2D combined, Texture2D specular = null, Texture2D ambient = null) 41 | { 42 | if (diffuse != null) 43 | { 44 | Diffuse = diffuse; 45 | } 46 | 47 | if (combined != null) 48 | { 49 | Combined = combined; 50 | } 51 | 52 | if (specular != null) 53 | { 54 | Specular = specular; 55 | } 56 | 57 | if (ambient != null) 58 | { 59 | Ambient = ambient; 60 | } 61 | 62 | if (OnMatCapUpdate != null) 63 | { 64 | OnMatCapUpdate(); 65 | } 66 | } 67 | } 68 | } 69 | -------------------------------------------------------------------------------- /Assets/Sources/Lighting/MatCapSnapshot.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 68099a5192ee3e14ebc5310c907e4bb1 3 | timeCreated: 1523895067 4 | licenseType: Free 5 | MonoImporter: 6 | externalObjects: {} 7 | serializedVersion: 2 8 | defaultReferences: [] 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | assetBundleVariant: 14 | -------------------------------------------------------------------------------- /Assets/Sources/Lighting/RendererIBL.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9e937496c20649f4cac6da05b481065a 3 | folderAsset: yes 4 | timeCreated: 1523912297 5 | licenseType: Free 6 | DefaultImporter: 7 | externalObjects: {} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Sources/Lighting/RendererIBL/CPURenderer.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using IkigaiGames.IBLDemo.Core; 3 | using IkigaiGames.IBLDemo.Lighting; 4 | using UnityEngine; 5 | 6 | namespace IkigaiGames.IBLDemo.RendererIBL 7 | { 8 | [CreateAssetMenu(menuName = "ScriptableObjects/CPURenderer")] 9 | public class CPURenderer : RendererBase 10 | { 11 | private const int MaxMarchingSteps = 20; 12 | private const float SphereRadius = 0.5f; 13 | 14 | [Tooltip("Can be treated as camera field of view. The bigger distance the fewer FoV")] 15 | [SerializeField, Range(1.4f, 10f)] private float _distanceToSphere = 1.4f; 16 | 17 | // Min distance to spere, calculated according texture resolution 18 | private float _epsilon; 19 | 20 | // TODO: implement split texture rendering for Diffuse, Alpha & Specular (now supported only Combined) 21 | // TODO: implement viriable view position (now supported only along Z axis) 22 | public override void Render(MatCapSnapshot matCapSnapshot, LightingRig lightingRig, CameraRuntimeRef cameraRef) 23 | { 24 | Texture2D combined = matCapSnapshot.Combined; 25 | 26 | Color[] pixels = combined.GetPixels(); 27 | 28 | // Min distance to sphere caluclated according to texel size 29 | float epsilon = GetEpsilon(combined.width, combined.height); 30 | 31 | // Pixels layed out left to right, bottom to top 32 | for (int row = combined.height-1; row >= 0; row--) 33 | { 34 | for (int col = 0; col < combined.width; col++) 35 | { 36 | var rayData = new RayData(); 37 | rayData.RayDirection = GetRayDirection(combined.width, col, combined.height, row, cameraRef); 38 | rayData.LightingRig = lightingRig; 39 | rayData.EyePosition = new Vector3(0, 0, -_distanceToSphere); 40 | rayData.Epsilon = epsilon; 41 | 42 | // TODO: use new Unity data oriented desing with ECS and Burst 43 | // This task could be parallelized 44 | int index = row * combined.width + col; 45 | pixels[index] = RenderRay(rayData); 46 | } 47 | } 48 | 49 | combined.SetPixels(pixels); 50 | combined.Apply(); 51 | } 52 | 53 | private float GetEpsilon(float width, float height) 54 | { 55 | float epsilonX = 2f * SphereRadius / width; 56 | float epsilonY = 2f * SphereRadius / height; 57 | return Mathf.Sqrt(epsilonX * epsilonX + epsilonY * epsilonY); 58 | } 59 | 60 | private Vector3 GetRayDirection(float width, float col, float height, float row, CameraRuntimeRef cameraRef) 61 | { 62 | return new Vector3(col/width - 0.5f, row/height - 0.5f, _distanceToSphere).normalized; 63 | } 64 | 65 | private Color RenderRay(RayData rayData) 66 | { 67 | float depth = 0; 68 | 69 | for (int step = 0; step < MaxMarchingSteps; step++) 70 | { 71 | Vector3 samplePoint = rayData.EyePosition + depth * rayData.RayDirection; 72 | float distance = SphereSDF(samplePoint); 73 | 74 | if (distance < rayData.Epsilon) 75 | { 76 | // Since our sphere located in the center of the world we can easlity get normal of 77 | // the point where we touching sphere by simple normalization 78 | Vector3 normal = samplePoint.normalized; 79 | 80 | // TODO: implement Specualr and Ambient sampling 81 | Color color = GetDiffuseColor(normal, rayData.LightingRig, hitPoint: samplePoint); 82 | return color; 83 | } 84 | 85 | depth += distance; 86 | 87 | // Make sure we are not going too far from sphere 88 | if (depth > _distanceToSphere * 2) 89 | { 90 | break; 91 | } 92 | } 93 | 94 | return Color.black; 95 | } 96 | 97 | private float SphereSDF(Vector3 worldPosition) 98 | { 99 | // We assuming that sphere located in the center of the world 100 | return worldPosition.magnitude - SphereRadius; 101 | } 102 | 103 | //#TODO: implement Spotlight and Area light support 104 | private Color GetDiffuseColor(Vector3 normal, LightingRig lightingRig, Vector3 hitPoint) 105 | { 106 | Color color = Color.black; 107 | // We can use "foreach" because Array doesn't create garbage 108 | foreach (Light light in lightingRig.Lights) 109 | { 110 | Vector3 direction; 111 | float intensity; 112 | 113 | switch (light.type) 114 | { 115 | case LightType.Directional: 116 | intensity = light.intensity; 117 | // inverse because we need direction from sampling point to light 118 | direction = -light.transform.forward; 119 | break; 120 | case LightType.Point: 121 | var transform = light.transform; 122 | Vector3 distance = transform.localPosition - hitPoint; 123 | intensity = light.intensity * Mathf.Sqrt(distance.magnitude); 124 | direction = distance.normalized; 125 | break; 126 | default: 127 | continue; 128 | } 129 | 130 | // Lambert lighting 131 | color += light.color * intensity * Math.Max(0, Vector3.Dot(normal, direction)); 132 | } 133 | 134 | return color; 135 | } 136 | } 137 | } 138 | -------------------------------------------------------------------------------- /Assets/Sources/Lighting/RendererIBL/CPURenderer.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2ee900a27e96eb0438c3adb695d4c445 3 | timeCreated: 1523912533 4 | licenseType: Free 5 | MonoImporter: 6 | externalObjects: {} 7 | serializedVersion: 2 8 | defaultReferences: [] 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | assetBundleVariant: 14 | -------------------------------------------------------------------------------- /Assets/Sources/Lighting/RendererIBL/ComputeShaderRenderer.cs: -------------------------------------------------------------------------------- 1 | using IkigaiGames.IBLDemo.Core; 2 | using IkigaiGames.IBLDemo.Lighting; 3 | 4 | namespace IkigaiGames.IBLDemo.RendererIBL 5 | { 6 | public class ComputeShaderRenderer : RendererBase 7 | { 8 | public override void Render(MatCapSnapshot matCapSnapshot, LightingRig lightingRig, CameraRuntimeRef cameraRef) 9 | { 10 | // #TODO Implement compute shader version 11 | } 12 | } 13 | } 14 | -------------------------------------------------------------------------------- /Assets/Sources/Lighting/RendererIBL/ComputeShaderRenderer.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f6c5a7d3283a94b479516b49f4a04787 3 | timeCreated: 1523912533 4 | licenseType: Free 5 | MonoImporter: 6 | externalObjects: {} 7 | serializedVersion: 2 8 | defaultReferences: [] 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | assetBundleVariant: 14 | -------------------------------------------------------------------------------- /Assets/Sources/Lighting/RendererIBL/RayData.cs: -------------------------------------------------------------------------------- 1 | using IkigaiGames.IBLDemo.Lighting; 2 | using UnityEngine; 3 | 4 | namespace IkigaiGames.IBLDemo.RendererIBL 5 | { 6 | public struct RayData 7 | { 8 | public Vector3 RayDirection; 9 | public LightingRig LightingRig; 10 | public Vector3 EyePosition; 11 | public float Epsilon; 12 | } 13 | } 14 | -------------------------------------------------------------------------------- /Assets/Sources/Lighting/RendererIBL/RayData.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b26cf6bd8360b944b98eac7e9983b3d1 3 | timeCreated: 1523920477 4 | licenseType: Free 5 | MonoImporter: 6 | externalObjects: {} 7 | serializedVersion: 2 8 | defaultReferences: [] 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | assetBundleVariant: 14 | -------------------------------------------------------------------------------- /Assets/Sources/Lighting/RendererIBL/RendererBase.cs: -------------------------------------------------------------------------------- 1 | using IkigaiGames.IBLDemo.Core; 2 | using IkigaiGames.IBLDemo.Lighting; 3 | using UnityEngine; 4 | 5 | namespace IkigaiGames.IBLDemo.RendererIBL 6 | { 7 | public abstract class RendererBase : ScriptableObject 8 | { 9 | public abstract void Render(MatCapSnapshot matCapSnapshot, LightingRig lightingRig, CameraRuntimeRef cameraRef); 10 | } 11 | } 12 | -------------------------------------------------------------------------------- /Assets/Sources/Lighting/RendererIBL/RendererBase.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b09db363ef9caa243ad34cb72e65d530 3 | timeCreated: 1523912129 4 | licenseType: Free 5 | MonoImporter: 6 | externalObjects: {} 7 | serializedVersion: 2 8 | defaultReferences: [] 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | assetBundleVariant: 14 | -------------------------------------------------------------------------------- /Assets/Sources/RandomRotation.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace IkigaiGames.IBLDemo 4 | { 5 | public class RandomRotation : MonoBehaviour 6 | { 7 | [SerializeField, Range(10f, 100f)] private float _rotationSpeed = 10f; 8 | 9 | private Vector3 _rotationAxis; 10 | private Transform _transform; 11 | 12 | private void Start () 13 | { 14 | _rotationAxis = Random.onUnitSphere; 15 | _transform = transform; 16 | } 17 | 18 | private void Update () { 19 | _transform.Rotate(_rotationAxis, _rotationSpeed * Time.deltaTime); 20 | } 21 | } 22 | } 23 | -------------------------------------------------------------------------------- /Assets/Sources/RandomRotation.cs.meta: 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-------------------------------------------------------------------------------- /ProjectSettings/TagManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!78 &1 4 | TagManager: 5 | serializedVersion: 2 6 | tags: [] 7 | layers: 8 | - Default 9 | - TransparentFX 10 | - Ignore Raycast 11 | - 12 | - Water 13 | - UI 14 | - 15 | - 16 | - 17 | - 18 | - 19 | - 20 | - 21 | - 22 | - 23 | - 24 | - 25 | - 26 | - 27 | - 28 | - 29 | - 30 | - 31 | - 32 | - 33 | - 34 | - 35 | - 36 | - 37 | - 38 | - 39 | - 40 | m_SortingLayers: 41 | - name: Default 42 | uniqueID: 0 43 | locked: 0 44 | -------------------------------------------------------------------------------- /ProjectSettings/TimeManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!5 &1 4 | TimeManager: 5 | m_ObjectHideFlags: 0 6 | Fixed Timestep: 0.02 7 | Maximum Allowed Timestep: 0.33333334 8 | m_TimeScale: 1 9 | Maximum Particle Timestep: 0.03 10 | -------------------------------------------------------------------------------- /ProjectSettings/UnityConnectSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!310 &1 4 | UnityConnectSettings: 5 | m_ObjectHideFlags: 0 6 | m_Enabled: 0 7 | m_TestMode: 0 8 | m_TestEventUrl: 9 | m_TestConfigUrl: 10 | m_TestInitMode: 0 11 | CrashReportingSettings: 12 | m_EventUrl: https://perf-events.cloud.unity3d.com/api/events/crashes 13 | m_NativeEventUrl: https://perf-events.cloud.unity3d.com/symbolicate 14 | m_Enabled: 0 15 | m_CaptureEditorExceptions: 1 16 | UnityPurchasingSettings: 17 | m_Enabled: 0 18 | m_TestMode: 0 19 | UnityAnalyticsSettings: 20 | m_Enabled: 0 21 | m_InitializeOnStartup: 1 22 | m_TestMode: 0 23 | m_TestEventUrl: 24 | m_TestConfigUrl: 25 | UnityAdsSettings: 26 | m_Enabled: 0 27 | m_InitializeOnStartup: 1 28 | m_TestMode: 0 29 | m_IosGameId: 30 | m_AndroidGameId: 31 | m_GameIds: {} 32 | m_GameId: 33 | PerformanceReportingSettings: 34 | m_Enabled: 0 35 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Unity Image Based Lighting 2 | 3 | This demo project is example code for my blog post about IBL [Link to article](https://medium.com/@bmind/benefits-of-image-based-lighting-on-mobile-284cda30d6d8) 4 | 5 | Example of IBL lighting for low end mobile device, 6 | which allow calculate complex lights(multiple directional light, 7 | many point lights and etc) with only one texture sample. 8 | 9 | Example video (check out Assets/Scenes/DemoScene): 10 | https://youtu.be/M8Wsd4JoPyY 11 | 12 | Workflow: 13 | - Create or modify lighting rig in Assets/Scenes/LightingRigSendbox 14 | - Example rigs can be found in Assets/Actors/Lighting_Rig/ folder 15 | - Setup Assets/Sources/Data/Lighting/Lighting_Rig_Factory with MatCapSnapshot object, Renderer & Camera Ref 16 | - Create 3D object for matcap material with "IBL/MatCap_01" shader on it 17 | - Add LightingDataListener to the 3D object with MatCap_Snapshot reference 18 | - Subscribe to event in Assets/Sources/Data/Lighting/MatCap_Snapshot.OnMatCapUpdate 19 | - Call Assets/Sources/Data/Lighting/Lighting_Rig_Factory.BuildRig() scriptable object whenever you need to bake textures 20 | 21 | Light texture should be automatically updated now on 3D object 22 | 23 | ## Implementation notes 24 | - It's very basic implementation with a lot of room for improvements, most of them mentioned in TODO comments 25 | - Current version supports only CPU raymarchine 26 | -------------------------------------------------------------------------------- /UnityPackageManager/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | } 4 | } 5 | --------------------------------------------------------------------------------