From 3f114ebe5c4d3618504b0e623b52c22e262de854 Mon Sep 17 00:00:00 2001 From: soaos Date: Tue, 12 Aug 2025 23:17:55 -0400 Subject: Moved public files to root --- public/blog/blacklight_shader/index.html | 227 ------------------------------- 1 file changed, 227 deletions(-) delete mode 100644 public/blog/blacklight_shader/index.html (limited to 'public/blog/blacklight_shader/index.html') diff --git a/public/blog/blacklight_shader/index.html b/public/blog/blacklight_shader/index.html deleted file mode 100644 index db4b54e..0000000 --- a/public/blog/blacklight_shader/index.html +++ /dev/null @@ -1,227 +0,0 @@ - - - - - - - Creating a Blacklight Shader - soaos - - - - Go Home - Go Back -

Creating a Blacklight Shader

- - NOTE: THIS POST WAS TRANSFERRED FROM MARKDOWN BY HAND SO I MIGHT HAVE MISSED SOME STUFF SORRY - -

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

-
- Example of shader running, showing hidden writing on a wall -
Example of shader running, showing hidden writing on a wall.
-
- -

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

- -

shader inputs

- -

- for this shader, i wanted the following features: -

- - 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 -

- -

shader calculations

- -

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