I’m working on a NPR environment and I would like to have custom shadows. I thought using a Post Proccess with a WorldAlignedTexture would do the trick, but I’m running into a problem: how can I get how ‘lit’ is a pixel? I know there’s nothing like a Light Buffer, but there must be a way to reverse engineer the light using BaseColor and the pixel color.
Yep, that’s what I’m doing. I hooked up the output directly to the emissive, and the results are pretty nice, except for the only thing I actually need it for:
Here’s a scene without the Post Proccess:
Here’s the same scene with the Post Proccess:
As you can see, the black/red texture is completely messed up. Any ideas?