I want to make a shading model that has full control over the shadow color of a material, similar to this project: https://forums.unrealengine.com/deve…-shading-model
This project uses Forward Shading but I want to recreate this in Deferred Shading.
I started experimenting with the code of a similar project (https://forums.unrealengine.com/deve…ng-experiments) that uses deferred shading, but I couldn’t figure out how to make it so the shadow color isn’t affected at all by the base color.
The files I tried editing are ShadingModels.ush, BasePassPixelShader.usf, DeferredLightingCommon.ush
Does anyone know how to do this?