I’m following an online tutorial to make a physically-based cel shader, and one part of the tutorial involves a material function to limit the shadows with a dynamic S curve. However, the tutorial does not lay out the specifics of making the function, so I’ve had to eyeball everything to recreate it. In doing so, I seem to not be getting the same results as the tutorial - his has discernable, hard-edged shadows on the example sphere, while mine is pitch black. What am I doing wrong? Included are pictures of my recreation, followed by the tutorial’s function.
Mine:
Tutorials: