<font class="small">Code:</font><hr /><pre>Shader
+->[Diffuse] (or [Self Illumination] if you want it fullbright)
Combiner (set to multiply)
+->[Source 1]
| Your Texture goes here
+->[Source 2]
Envmap (aligned to camera space)
+->A Cubemap with a black backside and perhaps some grey on one side
</pre><hr />
The shader is necessary so the lighting gets applied to the result after the cubemap blending, without it the lighting is applied to the source texture and the multiply will darken it from there but washed out colour won't return.
Or there's this version, combiner set to blend using mask alpha:
(this won't produce an outline but you could combine it with OCN's shader if you remove the shadow part from its cubemap to get that outline or do the shell trick. I didn't use the outline for Sion since it's not noticeable ingame, anyway)
Replies
<font class="small">Code:</font><hr /><pre>Shader
+->[Diffuse] (or [Self Illumination] if you want it fullbright)
Combiner (set to multiply)
+->[Source 1]
| Your Texture goes here
+->[Source 2]
Envmap (aligned to camera space)
+->A Cubemap with a black backside and perhaps some grey on one side
</pre><hr />
The shader is necessary so the lighting gets applied to the result after the cubemap blending, without it the lighting is applied to the source texture and the multiply will darken it from there but washed out colour won't return.
Or there's this version, combiner set to blend using mask alpha:
(this won't produce an outline but you could combine it with OCN's shader if you remove the shadow part from its cubemap to get that outline or do the shell trick. I didn't use the outline for Sion since it's not noticeable ingame, anyway)