In the shader properties on the left side of Shader Forge, open up the lighting tab : There is a toggle in there for "light count", make sure this is set to "multi-light". You'll also want to multiply your lighting value with a "lighting attenuation" node, to account for light falloff/shadows.
After a bit more trial and error, it looks like the shader is only affected by the directional light, not spot lights or point lights. Looking for a way to remedy that now. Any additional insight would be greatly appreciated
Interesting... You should try out "light position" instead of the light direction. Also maybe there are some details about what to do in such case, on the site of shader forge. If you find nothing, and the light positon doesn't help, then you can write to the creator's thread here. http://acegikmo.com/shaderforge/nodes/…
I'm looking for any help regarding finding or creating a very specific shader. I have next to zero experience with shaders, so an help would be greatly appreciated. The effect I'm looking for is present in Telltale's Wolf Among Us (See bricks in background). The areas in light would be one texture, the areas in dark would…
I've hooked the two textures up to a lerp and mapped the lerp's alpha to the light attention node, but now it is treating the "dark texture's" whites a transparency
Essentially you need to use the value of light hitting a surface to lerp between the two textures. Would be super easy in Shader Forge, if you access to that.
Awesome! I got the shader to match yours in the shaderforge preview. However, when the shader is applied to a material and that material to an object, it doesn't seem to be affected by the light Thanks for your help so far!