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Question by n00bDooD · Aug 22, 2012 at 08:40 PM · point lightcustom shader

Point and spot lights acting strangely on a custom shader

I'm having a bit of trouble with creating my own shader recently. The point and spot lights are not working as (I) expected.

Here is an example image of my problem, starring a point light. Spot lights act the same.

The point light is a standard point light, colour white and a 10 unit range.

My shader is set up like this:


RenderTypee is set to opaque

pragma surface surf Ramp noambient halfasview

 float4 LightingRamp (SurfaceOutput s, half3 lightDir, half3 viewDir, half atten) {
     float NdotL = max(0,dot(s.Normal, lightDir));
         
     float4 c;
     c.rgb = NdotL;
     c.a = 1.0;
     return c;
 }



I expected it to simply be a gradient from white to black. Assigning NdotL to each channel individually did not work either.

 c.r = NdotL;
 c.g = NdotL;
 c.b = NdotL;

I have had these problems with three separate installations of Unity, so it must lie with my code.

I do not have any idea how or why this is happening.

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Answer by ScroodgeM · Aug 22, 2012 at 08:42 PM

try this

float NdotL = max(0,dot(normalize(s.Normal), normalize(lightDir)));
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