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Shader not whiter than the original sprite color?
Is there a way to put a limit on how much light a shader can take? What I mean is, I'm using sprite-diffuse with point lights, and sometimes there's too much light and some sprites look lighter than their original color. I want the sprites to be able to be darker when there's not enough light, but not lighter than the original sprite color when there is too much light. How could I achieve that?
Comment
I would assume saturating both the diffuse dot product and the light color variable itself would limit the intensity of the light from 0 to 1. From memory saturation should work with colors, but it might mess with things.
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