Timeline for Implementing DirectX 7 light attenuation in Unity's Universal Render Pipeline
Current License: CC BY-SA 4.0
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Nov 20, 2020 at 10:25 | comment | added | DMGregory♦ | There was a similar question here about limiting the angle of a spotlight. I think you could apply a similar technique, finding the value of your existing falloff function at your desired radius, then remapping its output so that value is mapped to zero. | |
Nov 20, 2020 at 6:44 | comment | added | Satchmo Brown | @DMGregory I think I finally understand. I am trying to force this algorithm to work with a radius, when c1 and c2 indirectly control the distance that it shines. Where would I look for an example of a square falloff but including a radius component? | |
Nov 19, 2020 at 23:49 | comment | added | DMGregory♦ | There's no such thing as radius in this formula. Distance goes from 0 to infinity. You can adjust the parameters c1 and c2 to get the same output no matter what unit you measure distance in. | |
Nov 19, 2020 at 22:54 | comment | added | Satchmo Brown | @DMGregory Thanks for the link! That does explain a lot about the origins and usefulness of that formula. I appreciate the link. What it doesn't do though is explain how exactly it's anticipated that distance is specified? Is it a normalized value with 0 meaning it's at the center and 1 at the radius, or is it reversed? Or is it used another way? That's the issue I am having; translating Unity lighting variables to work with it. | |
Nov 19, 2020 at 22:34 | comment | added | DMGregory♦ | We have some existing Q&A about that attenuation formula here, which might give you some insights into how it's used here. Note that this formula has no conception of a "limiting range" of a light - mathematically, it never reaches zero (though rendering with a fixed colour depth, it will eventually round to zero). | |
Nov 19, 2020 at 21:32 | review | First posts | |||
Nov 25, 2020 at 15:05 | |||||
Nov 19, 2020 at 21:29 | history | asked | Satchmo Brown | CC BY-SA 4.0 |