How to get the light contribution at point (not cosined) ?

Hello,

I would like to get the amount of UNPROCESSED light at the sample being evaluated instead of the usual diffuse value that gets brigther/darker based on how much the normal is facing the light.

So basically if I just have a sphere geometry and a point light (without attenuation) in my scene then I would the sphere would be flat white. And if it’s a spotlight, then ALL the shading of the sphere that is inside the cone of light would be uniformly flat white and getting darker as the sphere moves into the penumbra, etc.

I hope I explained it well.

So how can I access this information in ShaderLab?

Thanks in advance for any help.

You will have to write a Cg shader to do that, as you would be replacing the standard lighting equation with a simpler one.

Daniel,

Thanks for your reply.
I’ll look into Cg then.

Cheers.

…or a GLSL one. :wink: