If you copy the last network I posted you’ll get a cel shaded effect but the cel shading I have been able to achieve seems to have baked in lighting. Even with zero light sources in a scene you will still have illuminated objects. And the bright / dark sides of those objects will remains consistent regardless of where light sources are in the scene. I don’t know why this happens, I think it has something to do with multiplying by world normal but, to be honest I am stumbling around in the dark here, the documentation seems very lackluster.
I can’t for the life of me work out what all the options in SceneTexture mean.
For example how exactly does the DiffuseLight part of scene texture work. It displays positive data whether there are lights in the scene or not. Even when I remove all lights and plug it into the emissive outlet of my post process material everything gets colored. Surely that shouldn’t happen if there is no light in the scene to be diffused. Also, all the calculations are down using World Normal which I think might be the cause of the unitary direction for all the light as the vector normal for the world will always cause the light to shine in a single direction.
If anyone has some insight on explaining these parts of the SceneTexture it would be great.
Bonus points if you can tell me what PostProcessInputs do!