"Half Lambert" or "Wrap diffuse" shader with default nodes?

Hi guys :slight_smile:

Is there a way to create “half lambert” shader without HLSL coding? Half Lambert - Valve Developer Community
It looks like it possible with UE3 material editor. http://www.moddb.com/games/unreal-tournament-3/tutorials/tf2-shading-in-ut3

Maybe some one trying to do it on ue4?

Hello,

You acutally can’t change the lighting of the Engine. The only way is changing the Engine it self by adding some cpp line and HLSL lines.

You can easily edit the .usf files and modify some current shading model to use wrap diffuse. Adding new shading model is bit more involved task. What kind of material you are trying to do?

Just want to experiment with that type of shader for fake GI.