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.