Controlling indirect light in ShaderGraph

I have an issue that my trees in a scene are way too dark on the side that is not directly lit by the directional light.
When using an indirect lighting controller with indirect diffuse lighting multiplier se to something like 2, default unity HDRP shaders and terrain all get correctly brighter, but not my trees with a custom shader for vertex animation. I’ve tried to fiddle around with it to come up with a solution to this but nothing I’ve tried seems to do the trick.
The best solution so far is to use the ‘none’ normal mode on the double sided vegeation. It looks ok from some angles, but wrong in others and with no level of control.

Does the indirect light controller volume not work with custom shadergraph shaders? Can it work?
Is there a workaround that I could use for this?





So the solution seems to be to calculate the dot product between the normal vector and the directional light, remap the value to 0-1 range and multiply it by itselft 3 times and add that to your AO. Multiplying the output AO by a strength parameter for fine tuning.

Can you show the nodes and the result please :slight_smile:

It’s not done yet but here is a crude result.
I use strength of about 1-2 for branches and 4-6 for leaves to fake SSS.





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