From f4ebafdcfcdf772fab47cf39601f682cf5549c85 Mon Sep 17 00:00:00 2001
From: soaos 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™) i wanted to create a "blacklight" effect, where specific lights could reveal part of the base texture. this
- shader works with spot lights only, but could be extended to work with point lights i wrote this shader in wgsl for a bevy engine project, but
- it should translate easily to other shading languages the finished shader can be found as part of this repo
- for this shader, i wanted the following features:
- Creating a Blacklight Shader
-
- NOTE: THIS POST WAS TRANSFERRED FROM MARKDOWN BY HAND SO I MIGHT HAVE MISSED SOME STUFF SORRY
-
-
- shader inputs
-
-
-
-
- for this to work i need the following information about each light:
-
-
-
- i also need some info from the vertex shader:
-
-
-
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
- -lastly i'll take a base color texture and a sampler
- -- with all of that, i can start off the shader by setting up the inputs and fragment entry point: - -
- #import bevy_pbr::forward_io::VertexOutput;
-
- struct BlackLight {
- position: vec3<f32>,
- direction: vec3<f32>,
- range: f32,
- inner_angle: f32,
- outer_angle: f32,
- }
-
- @group(2) @binding(0) var<storage> lights: array<BlackLight>;
- @group(2) @binding(1) var base_texture: texture_2d<f32>;
- @group(2) @binding(2) var base_sampler: sampler;
-
- @fragment
- fn fragment(
- in: VertexOutput,
- ) -> @location(0) vec4<f32> {
- }
-
- (bevy uses group 2 for custom shader bindings)
-
-
- - since the number of lights is dynamic, i use a storage buffer to store - that information -
- -the first thing we'll need to know is how close to looking at the fragment the light source - is
- -- we can get this information using some interesting math: - -
- 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)); -- - the first step of this is taking the dot product of light direction and the direction from - the light to the fragment - - -
since both direction vectors are normalized, the dot product will be between -1.0 and 1.0
- -- the dot product of two unit vectors is the cosine of the angle between them (proof - here) -
- -- therefore, we take the arccosine of that dot product to get the angle between the light and - the fragment -
- -- once we have this angle we can plug it in to a falloff based on the angle properties of the - light: - -
- 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); --
- fn linear_falloff_radius(factor: f32, radius: f32) -> f32 {
- if factor < radius { return 1.0; } else {
- return 1.0 - (factor - radius) / (1.0 - radius);
- }
- }
-
-
- - 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: -
- 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); --
- 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 < radius { return 1.0; } else {
- return inverse_falloff((factor - radius) / (1.0 - radius));
- }
- }
-
-
- - 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: -
- let base_color = textureSample(base_texture, base_sampler, in.uv); - let final_color=base_color * angle_factor * distance_factor; -- this works for one light, but we need to refactor it to loop over all the provided blacklights: -
-
- @fragment fn fragment( in: VertexOutput ) -> @location(0) vec4<f32> {
- 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 < 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;
- }
-
- and with that, the shader is pretty much complete you can view the full completed shader code here
-
- have fun!
- - - \ No newline at end of file -- cgit v1.2.3