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Advanced Cel Shader Pack

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    Ah, sorry...the final picture didn't show it, but I *did* clamp the result from 0 to 1. Basically, backfaces (which were getting dot product results from -1 to 0) were being turned into numbers from 0 to 0.5 with that re-scaling of the range, and depending on the light properties/LUT/intensity/blah blah blah, could show some level of light.

    By clamping those numbers directly (and not doing the + 1, / 2 thing), all results from -1 to 0 were being turned into 0, which is zero light, which is what I wanted.

    I can still try to export the project but things are working exactly like I want right now! The barrel and material used in that test shot are entirely unmodified from the Sample map pack, I just added a red point light. (It was in a separate project that didn't use my custom modifications, which mostly have to do with how it gathers lights.)
    Last edited by IridiumStudios; 05-28-2019, 02:38 PM.

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      Oh I'm with you. In that case good work, I'll apply that to the asset.

      If you have any suggestions for improving light gathering or a particular use case that you think is good, feel free to share it.

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        Where is the document or tutorial,, ??

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