Hello everyone.
I have a shader that calculates the shading of an object, however I think it is very strong.
I want it to look like this:
My shader:
float3 IncomingLight (Surface surface, Light light) {
return saturate(dot(surface.normal, light.direction)) * light.color;
}
Can someone give me an idea of what to do?
You’re missing ambient lighting. Could be missing from your shader, or it could be you need to bake lighting for your scene.
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Thanks for the answer!
It’s really missing from the pipeline I’m using.
But I was wondering if there is any way to smooth this out by shader.
Sure. You can add a constant ambient value, or fake something like a ground & sky ambient by lerping between two colors based on the world normal y value.
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