You're welcome guys ! ambershee: What did you use instead of a light vector ? When you said code you hlsl code ? Ace-Angel: Because it's based on the view angle of the viewer. There's two component in the shader : An ambient scattering light wich is always visible at all angle and an other based on the Light Vector and…
Looks like you did it almost the same way I did :) - the difference is I didn't use the LightVector and passed in the light position, colour, radius and attenuation from code instead; then handled the lighting model from there.