I mean the built in Phong shading. Here is a custom lighting shader and an example of how to use it. http://dl.dropbox.com/u/48657892/CustomLighting.upk A quick rundown on the parameters. Roughness: This is the equivalent of "glossiness", but unlike Phong, bigger number = more rough. The range of this is parameter is…
This is pretty cool. Can't quite get the customlighting to work though. I seem to have the same problem as [HP]. Only the areas directly hit by the DominantDirectionalLight make use of the shading, it ignores all other light sources and the cubemap plugged into the emissive just makes all the dark areas look like mirrors.…
I think I can see what the confusion is in here, you peeps should take a step back, relax, and just think logically for a second with the names and what they do, so it's becomes easier to take in on how materials work in UDK (any shader for that matter). CustomLighting is where you put in your lighting (like Lambert, Oren…
Try also plugging your diffuse into the CustomLightingDiffuse slot. I'm also having some issues with the material in DX11 mode - lots of artifacting on the corners.