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authorLibravatar Silas Bartha <[email protected]>2024-11-30 03:21:22 -0500
committerLibravatar Silas Bartha <[email protected]>2024-11-30 03:21:22 -0500
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blacklight shader post
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++++
+title = "creating a blacklight shader"
+date = 2024-11-29
++++
+
+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](./blacklight.png);
+
+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 a falloff based on the angle properties of the light:
+
+```wgsl
+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)));
+```
+```wgsl
+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:
+
+```wgsl
+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);
+```
+```wgsl
+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:
+
+```wgsl
+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:
+```wgsl
+@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](https://github.com/exvacuum/bevy_blacklight_material/blob/master/assets/shaders/blacklight_material.wgsl)
+
+have fun!
+