zomby138

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Can I ask if this new variable will effect both real time light calculations and lightmap sampling?

> Kind of. Lightmap sampling is mostly driven by `UV2`. But when using lightmaps, the specular reflection takes VERTEX into account and LIGHT_VERTEX will impact that That's a real shame....

![image](https://github.com/godotengine/godot/assets/45147430/5170ba95-82b0-4790-8ab4-a8cc2682be9f) This is a real time light shadow where I am modifying the VERTEX value in the fragment shader to snap it to the nearest voxel. ![image](https://github.com/godotengine/godot/assets/45147430/056a90be-7101-4357-80ed-2eb3a07e82fa) This baked green...

@DaniloSF You could try fudging the ATTENUATION in your shader's light() function. If this is happening only on the very edge of the light's influance, you could make the light...