I’m trying to recreate the fake BRDF shader described in here and / or this video. This is my graph:
Everything looked pretty straightforward, I’m using a property with a reference to _WorldSpaceLightPos0 to get the light position, however when I plug the shader into an object I get incorrect results:
The dot product between the normals and the light direction seems to work fine as it generates the output I expect, however the dot product between the normals and the view direction seems to have something weird going on, as if I plug it directly to the color output I get overblown values:
While, judging from the article I linked earlier, I should expect a value between 0 and 1 (1 when directly facing the normal, 0 at right angles)
Anyone could help me understand what’s going on?