Ohh, many thanks! For reference, this is what I’m trying to make my shading model do. Basicly grant access to where shadow begins, what color the lit part is and what color the shadowpart is:)
So far I’ve managed to make it do this: (shadow falloff is behaving really weird, and there’s still some fresnel-action going on hmm)
this is with just a 3float plugged into basecolor and a constant 0 in customdata
EDIT:
Hooray! My GBuffer.CustomData.x now controls where the shadow starts!
Now I have to figure out why it’s glowing, and why it’s still doing that fresnel, how to change the color of the shadowedpart and see if I can make the falloff even less pixelated…