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authorsoaos <soaos@soaos.dev>2025-08-12 23:17:55 -0400
committersoaos <soaos@soaos.dev>2025-08-12 23:17:55 -0400
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+<!DOCTYPE html>
+<html lang="en">
+
+<head>
+ <meta charset="UTF-8">
+ <meta name="viewport" content="width=device-width, initial-scale=1.0">
+ <title>Creating a Blacklight Shader - soaos</title>
+</head>
+
+<body>
+ <a href="/">Go Home</a>
+ <a href="..">Go Back</a>
+ <h1>Creating a Blacklight Shader</h1>
+ <font color="red">
+ <b>NOTE: THIS POST WAS TRANSFERRED FROM MARKDOWN BY HAND SO I MIGHT HAVE MISSED SOME STUFF SORRY</b>
+ </font>
+ <p>today i wanted to take a bit of time to write about a shader i implemented for my in-progress game project (more
+ on that soon™)</p>
+ <p>i wanted to create a "blacklight" effect, where specific lights could reveal part of the base texture. this
+ shader works with <b>spot lights</b> only, but could be extended to work with point lights</p>
+ <figure>
+ <img src="blacklight.png" alt="Example of shader running, showing hidden writing on a wall" width="100%">
+ <figcaption>Example of shader running, showing hidden writing on a wall.</figcaption>
+ </figure>
+
+ <p>i wrote this shader in wgsl for a <a href="https://bevyengine.org" target="_blank">bevy engine</a> project, but
+ it should translate easily to other shading languages</p>
+
+ <p>the finished shader can be found as part of <a href="https://git.soaos.dev/soaos/bevy_blacklight_material"
+ target="_blank">this repo</a></p>
+
+ <h2>shader inputs</h2>
+
+ <p>
+ for this shader, i wanted the following features:
+ <ul>
+ <li>
+ the number of lights should be dynamic
+ </li>
+ <li>
+ the revealed portion of the object should match the area illuminated by each light
+ </li>
+ <li>
+ the falloff of the light over distance should match the fading of the object
+ </li>
+ </ul>
+
+ for this to work i need the following information about each light:
+ <ul>
+ <li>
+ position (world space)
+ </li>
+ <li>
+ direction (world space)
+ </li>
+ <li>
+ range
+ </li>
+ <li>
+ inner and outer angle
+ </li>
+ <li>
+ these will control the falloff of the light at its edges
+ </li>
+ <li>
+ outer angle should be less than pi/2 radians
+ </li>
+ <li>
+ inner angle should be less than the outer angle
+ </li>
+ </ul>
+
+ i also need some info from the vertex shader:
+ <ul>
+ <li>
+ position (<b>world space!</b>)
+ </li>
+ <li>
+ uv
+ </li>
+ </ul>
+ </p>
+ <p>bevy's default pbr vertex shader provides this information, but as long as you can get this info into your
+ fragment
+ shader you should be good to go</p>
+
+ <p>lastly i'll take a base color texture and a sampler</p>
+
+ <p>
+ with all of that, i can start off the shader by setting up the inputs and fragment entry point:
+
+ <pre>
+ #import bevy_pbr::forward_io::VertexOutput;
+
+ struct BlackLight {
+ position: vec3&lt;f32&gt;,
+ direction: vec3&lt;f32&gt;,
+ range: f32,
+ inner_angle: f32,
+ outer_angle: f32,
+ }
+
+ @group(2) @binding(0) var&lt;storage&gt; lights: array&lt;BlackLight&gt;;
+ @group(2) @binding(1) var base_texture: texture_2d&lt;f32&gt;;
+ @group(2) @binding(2) var base_sampler: sampler;
+
+ @fragment
+ fn fragment(
+ in: VertexOutput,
+ ) -> @location(0) vec4&lt;f32&gt; {
+ }
+ </pre>
+ (bevy uses group 2 for custom shader bindings)
+ </p>
+
+ <p>
+ since the number of lights is dynamic, i use a <a
+ href="https://google.github.io/tour-of-wgsl/types/arrays/runtime-sized-arrays/">storage buffer</a> to store
+ that information
+ </p>
+
+ <h2>shader calculations</h2>
+
+ <p>the first thing we'll need to know is how close to looking at the fragment the light source
+ is</p>
+
+ <p>
+ we can get this information using some interesting math:
+
+ <pre>
+ let light = lights[0];
+ let light_to_fragment_direction = normalize(in.world_position.xyz - light.position);
+ let light_to_fragment_angle = acos(dot(light.direction, light_to_fragment_direction));
+ </pre>
+
+ the first step of this is taking the dot product of light direction and the direction from
+ the light to the fragment
+ </p>
+
+ <p>since both direction vectors are normalized, the dot product will be between -1.0 and 1.0</p>
+
+ <p>
+ the dot product of two unit vectors is the cosine of the angle between them (<a
+ href="https://math.libretexts.org/Bookshelves/Calculus/Calculus_(OpenStax)/12%3A_Vectors_in_Space/12.03%3A_The_Dot_Product#Evaluating_a_Dot_Product">proof
+ here</a>)
+ </p>
+
+ <p>
+ therefore, we take the arccosine of that dot product to get the angle between the light and
+ the fragment
+ </p>
+
+ <p>
+ once we have this angle we can plug it in to a falloff based on the angle properties of the
+ light:
+
+ <pre>
+ let angle_inner_factor = light.inner_angle/light.outer_angle;
+ let angle_factor = linear_falloff_radius(light_to_fragment_angle / light.outer_angle, angle_inner_factor);
+ </pre>
+ <pre>
+ fn linear_falloff_radius(factor: f32, radius: f32) -> f32 {
+ if factor &lt; radius { return 1.0; } else {
+ return 1.0 - (factor - radius) / (1.0 - radius);
+ }
+ }
+ </pre>
+ </p>
+ <p>
+ next, we need to make sure the effect falls off properly over distance we can do this by getting the distance
+ from the light to
+ the fragment and normalizing it with the range of the light before plugging that into an inverse square falloff
+ we'll use squared distance to avoid expensive and unnecessary square root operations:
+ <pre>
+ let light_distance_squared=distance_squared(in.world_position.xyz, light.position);
+ let distance_factor=inverse_falloff_radius(saturate(light_distance_squared / (light.range * light.range)), 0.5);
+ </pre>
+ <pre>
+ fn distance_squared(a: vec3f, b: vec3f) -> f32 {
+ let vec = a - b;
+ return dot(vec, vec);
+ }
+
+ fn inverse_falloff(factor: f32) -> f32 {
+ return pow(1.0 - factor, 2.0);
+ }
+
+ fn inverse_falloff_radius(factor: f32, radius: f32) -> f32 {
+ if factor &lt; radius { return 1.0; } else {
+ return inverse_falloff((factor - radius) / (1.0 - radius));
+ }
+ }
+ </pre>
+ </p>
+ <p>
+ now we'll have a float multiplier between 0.0 and 1.0 for our angle and distance to the light we can get the
+ resulting color by multiplying these with the base color texture:
+ <pre>
+ let base_color = textureSample(base_texture, base_sampler, in.uv);
+ let final_color=base_color * angle_factor * distance_factor;
+ </pre>
+ this works for one light, but we need to refactor it to loop over all the provided blacklights:
+ <pre>
+
+ @fragment fn fragment( in: VertexOutput ) -> @location(0) vec4&lt;f32&gt; {
+ let base_color = textureSample(base_texture, base_sampler, in.uv);
+ var final_color = vec4f(0.0, 0.0, 0.0, 0.0);
+ for (var i = u32(0); i &lt; arrayLength(&lights); i = i+1) {
+ let light=lights[i];
+ let light_to_fragment_direction = normalize(in.world_position.xyz - light.position);
+ let light_to_fragment_angle = acos(dot(light.direction, light_to_fragment_direction));
+ let angle_inner_factor = light.inner_angle / light.outer_angle;
+ let angle_factor = linear_falloff_radius(light_to_fragment_angle / light.outer_angle, angle_inner_factor);
+ let light_distance_squared = distance_squared(in.world_position.xyz, light.position);
+ let distance_factor = inverse_falloff_radius(saturate(light_distance_squared / (light.range * light.range)), 0.5);
+ final_color = saturate(final_color + base_color * angle_factor * distance_factor);
+ }
+ return final_color;
+ }
+ </pre>
+ and with that, the shader is pretty much complete you can view the full completed shader code <a
+ href="https://github.com/soaosdev/bevy_blacklight_material/blob/master/assets/shaders/blacklight_material.wgsl">here</a>
+ </p>
+ <p>have fun!</p>
+</body>
+
+</html> \ No newline at end of file