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-rw-r--r-- | content/blog/blacklight_shader/blacklight.png | bin | 0 -> 846587 bytes | |||
-rw-r--r-- | content/blog/blacklight_shader/index.md (renamed from content/blog/blacklight-shader.md) | 74 |
2 files changed, 68 insertions, 6 deletions
diff --git a/content/blog/blacklight_shader/blacklight.png b/content/blog/blacklight_shader/blacklight.png Binary files differnew file mode 100644 index 0000000..2c5caf1 --- /dev/null +++ b/content/blog/blacklight_shader/blacklight.png diff --git a/content/blog/blacklight-shader.md b/content/blog/blacklight_shader/index.md index bbde2b3..9a5423a 100644 --- a/content/blog/blacklight-shader.md +++ b/content/blog/blacklight_shader/index.md @@ -1,14 +1,13 @@ +++ 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 +![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 @@ -84,16 +83,39 @@ the dot product of two unit vectors is the cosine of the angle between them ([pr 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: +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 = inverse_falloff_radius(light_to_fragment_angle / light.outer_angle, angle_inner_factor))); +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 { - let squared = factor * factor; - return 1.0/squared; + return pow(1.0 - factor, 2.0); } fn inverse_falloff_radius(factor: f32, radius: f32) -> f32 { @@ -105,3 +127,43 @@ fn inverse_falloff_radius(factor: f32, radius: f32) -> f32 { } ``` +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! + |