Shader read what areas are illuminated?

Shader read what areas are illuminated?

Anonymous
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Shader read what areas are illuminated?

Anonymous
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Hi,


I'm trying to figure out how to make a shader that can create a greyscale map based on how much an object is illuminated by for example a spot light. Any ideas on how to achieve this?


Creating a vertex map could also work, but other than some clunky X-particles workaround I can't come up with a solution for that either. Feels like I'm overlooking something obvious, hmm...


Thanks in advance!

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