Hello! I'm making a very stylized game where I'm micromanaging the way shading and environmental effects look using Custom Lighting shaders. Everything's great so far when I use just one directional light, but introducing a point light causes problems. It seems to be pretty common, here's a thread I found about it so far: https://forum.unity.com/threads/getting ... es.442757/
The real shader is much more complicated, but here's a really boiled-down example to show what's happening for me. The desired outcome is to have all lighting and shadows lerp from red to blue:
To me it looks like what's happening is the final result of the lerp is getting evaluated and added for each individual light, instead of the result of all lights being used to drive the alpha of the lerp. Has anyone tried to do something similar to this with success? Am I just going about it completely the wrong way? Just looking for any insight or workarounds to get the result I want. I'm pretty new to doing Custom Lighting shaders in Amplify/Unity3d. (I did a bunch back in Unreal 3 which is where my maybe weird assumptions are coming from.) My current work-around is to manually implement a fake pointlight in the shader itself, which is really cumbersome and can't cast shadows, so it's not ideal. Thanks a bunch for any help!