Diffuse texture goes to CustomLightingDiffuse slot. Then just use a dot product of light vector and surface normal, clamp it to 0-1 range, multiply with diffuse texture and plug it in CustomLighting slot. Now since you're doing half lambert you just have to alter/bias the value that dot product produces. Here's an example…
Hey to all, I was recently trying to recreate a Half-Lambert shader, but for some reason, can't seem to be able to execute it properly. What I mean is the darker areas of my model stay dark. I'm guessing, that I need to use CustomDiffuse slot? However, I seem to be lacking in tutorials which actually explain how the…
One other issue is UDK's built in self shadowing. Try placing your object in a map with your shader on it to ensure how it looks. IIRC the material viewport shadows the object even when its a custom type, so you may not be seeing accurate results.
Ah, thanks for the feedback guys, that makes sense. Related to the previous question, does UDK allow custom light attenuation and transmission? I'm having problems with these two, I'm getting a transmission like effect on my model without evening having a transmission network setup, and my attenuation is radioactive. My…