Monobanda wrote:Hi,
Thank you for your reply.
It seems that I am missing something very obvious here, because it's not working yet.
1. I changed the light model to "Custom Lighting".
2. I added the "Indirect Diffuse Light" node and plugged it into "Custom Lighting".
3. In the "Normal" input of the node, I plugged in a colour.
4. I made the colour light grey.
As far as I'm concerned, it should work without any external lighting, correct? The point is that the colour shows up without any lights in the scene.
What am I missing here?
Hey there,
Don't plug a color node into the normal input, that's only if you want to add your normal texture to the calculation(or related effects). As I mentioned, I'm afraid our Custom Lighting mode works a bit differently in the sense that you can create other types of lighting, you're not limited to a specific set as presented by shader forge.
You have two options:
1- Use the
Standard Surface Light node for added ease of use. (tint it by multiplying your output by a color node)
2. Create your own Lighting setup, the sample "CustomLightingToon" is a great place to start. Notice the Attenuation and Ambient Box, you can manipulate the ambient contribution directly.
In this example, I added a Multiply node along with a Color node for tint and a Float to control its intensity.
A warning, note that simply plugging colors into the custom lighting input will also not give you similar results, you have to handle light information using the provided nodes under the
Light category.