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Question by radarhead7 · Sep 08, 2020 at 06:50 AM · lightingshadersprogrammingshaderlabvertex shader

Is it possible to read light value per vertex with a shader?

I'm trying to create a specific shader effect- I have objects in my game which are invisible to the player under normal circumstances, which should have parts of their mesh (and its related shadow) become visible as light from a specific source(s) falls on it. Currently, I am achieving a rough approximation of this effect using a masked render camera in the canvas space, like this: A sprite masking the render layer that displays the hidden layer.

However, this is inaccurate due to the behavior of light occlusion and fade, and is pretty limited in flexibility. I'm hoping to, instead, create a per-pixel opacity shader that can read the brightness per-vertex on its mesh (either from a specific tagged light source, or on a special render layer) and convert that data into per-pixel visibility on the primary render layer, resulting in a "ghost" effect where the torch light falls.

Unfortunately, I'm not much of a programmer- I've been getting by fine so far with the help of Bolt and ShaderGraph, but even with my research thus far, I haven't been able to determine if it's even possible to get this kind of light data from a shader (or even screen space, if it's possible to isolate the lighting data like that?). So, rather drive myself mad chasing a potential dead end, I'd appreciate any advice at all in this shader puzzle!

shader1.png (507.5 kB)
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