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Light color in a fragment shader?
Hello, I'm trying to add a rim light to the Standard Specular shader, which is affected by incoming light. Currently I'm just using the Emissive channel to add a rim light, but I would prefer that this light is affected by incoming light. So if the environment is completely green, the rim light will look green.
How might this be achieved? Is there any way besides writing an entirely new lighting function?
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