feat: PBR point light — Unity-style attenuation, warm glow

- UBO expanded from 64 to 128 bytes: vp(64) + lightPos(16) + lightColor(16)
- Vertex shader: passes point light UBO data through
- Fragment shader: refactored calcLight() function, shared by directional + point
  - Point light: Unity-style attenuation pow(1 - dist/range, 2)
  - Directional light reduced intensity (0.4) to balance with point light
  - Point light: position (0,8,0), warm color (1,0.9,0.7), intensity 15, range 25
- Renderer: reads Light component from ECS, packs into UBO with Marshal.StructureToPtr
- Scene: MainLight entity with Light.Point at (0,8,0)
- 0 C# struct changes — pure UBO layout + shader upgrade
This commit is contained in:
emil28092005
2026-06-18 19:23:00 +03:00
parent 22748ed9ba
commit f718e6de49
7 changed files with 77 additions and 25 deletions
@@ -6,9 +6,15 @@ layout(location = 2) in vec3 fragAlbedo;
layout(location = 0) out vec4 outColor;
const vec3 LIGHT_DIR = normalize(vec3(0.5, 0.8, 0.3));
const vec3 LIGHT_COLOR = vec3(1.0, 0.95, 0.85);
const vec3 AMBIENT = vec3(0.15, 0.18, 0.22);
layout(set = 0, binding = 0) uniform CameraUBO {
mat4 vp;
vec4 pointLightPos; // xyz = position, w = intensity
vec4 pointLightColor; // xyz = color, w = range
};
const vec3 DIR_LIGHT_DIR = normalize(vec3(0.5, 0.8, 0.3));
const vec3 DIR_LIGHT_COLOR = vec3(0.4, 0.38, 0.33);
const vec3 AMBIENT = vec3(0.08, 0.09, 0.12);
const float PI = 3.14159265359;
@@ -35,9 +41,7 @@ float geometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
{
float NdotV = max(dot(N, V), 0.0);
float NdotL = max(dot(N, L), 0.0);
float ggx2 = geometrySchlickGGX(NdotV, roughness);
float ggx1 = geometrySchlickGGX(NdotL, roughness);
return ggx2 * ggx1;
return geometrySchlickGGX(NdotV, roughness) * geometrySchlickGGX(NdotL, roughness);
}
vec3 fresnelSchlick(float cosTheta, vec3 F0)
@@ -55,19 +59,10 @@ vec3 acesTonemap(vec3 color)
return clamp((color * (a * color + b)) / (color * (c * color + d) + e), 0.0, 1.0);
}
void main()
vec3 calcLight(vec3 N, vec3 V, vec3 L, vec3 radiance, vec3 albedo, float roughness, float metallic)
{
vec3 N = normalize(fragNormal);
vec3 V = normalize(-fragWorldPos);
vec3 albedo = fragAlbedo;
float roughness = 0.5;
float metallic = 0.1;
vec3 F0 = mix(vec3(0.04), albedo, metallic);
vec3 L = LIGHT_DIR;
vec3 H = normalize(V + L);
vec3 F0 = mix(vec3(0.04), albedo, metallic);
float NDF = distributionGGX(N, H, roughness);
float G = geometrySmith(N, V, L, roughness);
@@ -81,11 +76,44 @@ void main()
vec3 kD = (vec3(1.0) - kS) * (1.0 - metallic);
float NdotL = max(dot(N, L), 0.0);
vec3 Lo = (kD * albedo / PI + specular) * LIGHT_COLOR * NdotL;
return (kD * albedo / PI + specular) * radiance * NdotL;
}
vec3 ambient = AMBIENT * albedo;
vec3 color = ambient + Lo;
void main()
{
vec3 N = normalize(fragNormal);
vec3 V = normalize(-fragWorldPos);
vec3 albedo = fragAlbedo;
float roughness = 0.5;
float metallic = 0.1;
// Directional light (sun)
vec3 color = calcLight(N, V, DIR_LIGHT_DIR, DIR_LIGHT_COLOR, albedo, roughness, metallic);
// Point light
vec3 lightPos = pointLightPos.xyz;
float lightIntensity = pointLightPos.w;
vec3 lightColor = pointLightColor.xyz;
float lightRange = pointLightColor.w;
vec3 toLight = lightPos - fragWorldPos;
float dist = length(toLight);
vec3 L = toLight / max(dist, 0.001);
// Unity-style attenuation: smooth falloff at range edge
float attenuation = pow(clamp(1.0 - dist / lightRange, 0.0, 1.0), 2.0);
vec3 radiance = lightColor * lightIntensity * attenuation;
if (lightIntensity > 0.0 && lightRange > 0.0)
{
color += calcLight(N, V, L, radiance, albedo, roughness, metallic);
}
// Ambient
color += AMBIENT * albedo;
// Tonemap + gamma
color = acesTonemap(color);
color = pow(color, vec3(1.0 / 2.2));