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// Uniform random distribution. | |
// Great for effects with a limited number of samples, like SSAO. | |
public static Vector4[] UniformKernel(int n, bool hemisphere) | |
{ | |
Random.State state = Random.state; | |
// Set the random seed so repeat calls with n samples always returns the same result | |
Random.InitState(0); | |
Vector4[] result = new Vector4[n]; | |
for (int i = 0; i < n; i++) | |
{ | |
result[i] = new Vector3(Random.value * 2 - 1, hemisphere ? Random.value : Random.value * 2 - 1, Random.value * 2 - 1).normalized; | |
// Scale vector length with sample index. This is great for SSAO implementations. Scalar length is stored in .w | |
float d = (i + 0.5f) / n; | |
result[i].w = 1; | |
result[i] *= Mathf.Lerp(0.1f, 1.0f, d * d); | |
} | |
Random.state = state; | |
return result; | |
} | |
// Fibonacci or "sunflower" distribution. | |
// Great for getting an even result when baking things, like ambient occlusion. | |
public static Vector4[] SunflowerKernel(int n, bool hemisphere) | |
{ | |
Vector4[] result = new Vector4[n]; | |
float phi = Mathf.PI * (3f - Mathf.Sqrt(5f)); // Golden angle in radians | |
for (int i = 0; i < n; i++) | |
{ | |
float y = 1 - ((float)i / (n - 1)) * 2; // Y goes from 1 to -1 | |
float radius = Mathf.Sqrt(1 - y * y); // Radius at y | |
float theta = phi * i; // Golden angle increment | |
float x = Mathf.Cos(theta) * radius; | |
float z = Mathf.Sin(theta) * radius; | |
result[i] = new Vector3(x, hemisphere ? Mathf.Abs(y) : y, z); | |
} | |
return result; | |
} |
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