Trying to make a material, where lit part is rendering normally, and unlit part looks transparent.
Just like an ultraviolet lamp, the character is holding a special colored spotlight (means a flashlight) and there’s some clue on model that could only lit by this light.
So my problem is, how to get the lighting info in material system? Or I have to modify the shading model? Or is there some other ways to get what I desired?
This is just off the top of my head, but I think you could use a sphere mask tied to the world coordinates of your light to control the opacity on the material.
Thanks a lot, have implemented it with sphere mask + decal material Really helpful!
I don’t need to mask out the shadow areas because the area lit by spotlight is certainly bright.