Tint occlusion based on texture map?

Looking for a starting point for this, with forward rendering it’s easy as you have the light direction and contribution.

Similar to a cel shader that has a shaded colour and an occluded colour, so basically where the light doesn’t hit instead of going black it’ll go the colour specified by the texture map and then multiplied up/down based on the light contribution on that vertex.

Make sense? Hopefully deferred shading has some access to the occlusion of an object, but not sure where I’d be giving a post-process a texture map that’s per model.

Epic disabled the light vector node in their material editor because why would you ever need that? :stuck_out_tongue:

You can work around it by using a vector constant and setting a value or using a vector parameter if you want to expose it and pass along a vector from a source outside the material.