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author | Silas Bartha <[email protected]> | 2024-11-30 03:21:22 -0500 |
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committer | Silas Bartha <[email protected]> | 2024-11-30 03:21:22 -0500 |
commit | 4c132c581809bb1429b4a714340f99ca3b586ae6 (patch) | |
tree | e496fcfef36ca1161401c33fb0b3dec75775e2f4 /content/blog/blacklight-shader.md | |
parent | 275bda7c912c8adaddb482f8e38432b3f8d98ae2 (diff) |
blacklight shader post
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-rw-r--r-- | content/blog/blacklight-shader.md | 107 |
1 files changed, 0 insertions, 107 deletions
diff --git a/content/blog/blacklight-shader.md b/content/blog/blacklight-shader.md deleted file mode 100644 index bbde2b3..0000000 --- a/content/blog/blacklight-shader.md +++ /dev/null @@ -1,107 +0,0 @@ -+++ -title = "creating a blacklight shader" -date = 2024-11-29 -draft = true -+++ - -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 - -// TODO: image of finished shader - -i wrote this shader in wgsl for a [bevy engine](https://bevyengine.org) project, but it should translate easily to other shading languages - -the finished shader can be found as part of [this repo](https://github.com/exvacuum/bevy_blacklight_material) -## shader inputs - -for this shader, i wanted the following features: -- the number of lights should be dynamic -- the revealed portion of the object should match the area illuminated by each light - - the falloff of the light over distance should match the fading of the object - -for this to work i need the following information about each light: -- position (world space) -- direction (world space) -- range -- inner and outer angle - - these will control the falloff of the light at its edges - - outer angle should be less than pi/2 radians - - inner angle should be less than the outer angle - -i also need some info from the vertex shader: -- position (**world space!**) -- uv - -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: - -```wgsl -#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](https://google.github.io/tour-of-wgsl/types/arrays/runtime-sized-arrays/) 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: - -```wgsl -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](https://math.libretexts.org/Bookshelves/Calculus/Calculus_(OpenStax)/12%3A_Vectors_in_Space/12.03%3A_The_Dot_Product#Evaluating_a_Dot_Product)) - -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 an inverse square falloff based on the angle properties of the light: - -```wgsl -let angle_inner_factor = light.inner_angle/light.outer_angle; -let angle_factor = inverse_falloff_radius(light_to_fragment_angle / light.outer_angle, angle_inner_factor))); -``` -```wgsl -fn inverse_falloff(factor: f32) -> f32 { - let squared = factor * factor; - return 1.0/squared; -} - -fn inverse_falloff_radius(factor: f32, radius: f32) -> f32 { - if factor < radius { - return 1.0; - } else { - return inverse_falloff((factor - radius) / (1.0 - radius)); - } -} -``` - |