Finally starting to implement illuminated materials š
#TangerineCSGEssentially what's going on here is the cosine angle between the surface normal and the inverse light ray is clamped to 0-1 range and then passes into the color gradient eval function. I figure this would be useful for weird cell shading, but I'm still deciding how I want this to work. For example, should the ramp be evaluated once per light and averaged, or just evaluated once per vertex with a combined parameter.
@aeva when you say itās being clamped down you mean youāre cutting the [-1, 0) range to 0? Itād be good to expose the full [-1, 1] range for āhalf lambertā stuff.
@porglezomp rgb = ramp(clamp(-dot(N, L), 0, 1))