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How does the shader's specular light override the "sun" from the directional light on the scene that gets reflected naturally as you increase the smoothness? I'm trying to get this same effect on my own water shader and trying to understand how it works but I always get the speculars + the sun, which is logical because I've pretty much just added the specular related nodes to my previous base color's final node, therefore getting the speculars everywhere AND the reflection of the sun (directional light) which barely gets deformed. |
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Hi. So basically, this is an unlit shader. And the lighting, reflection, and shadow are applied manually. As I'm not using a lit shader, I'm not getting any default specular or reflection of the sun. If you take a look at |
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Hi. So basically, this is an unlit shader. And the lighting, reflection, and shadow are applied manually.
As I'm not using a lit shader, I'm not getting any default specular or reflection of the sun.
If you take a look at
Uber Stylized Water/SubGraphs/SpecularLighting.shadersubgraph, you will see how this specular lighting is calculated. The subgraphs are mostly self-contained, so I think you can use them in other shaders easily too.