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access to Lighting Pass in Surface Shader?
Is Lighting Pass in Unity 3 Deferred Shader Exposed to Surface Shader?
if This part of deferred lighting isn't exposed to surfShader.. Things like Specular Exponnent is written as a fixed number as far as I know. It is a bit problematic for my project, becuase the specular is too broad at the most glossy state(o.Specular = 1) o.Specular = 0 is fine, since, its ... zero.
Also, being unable to change saturated(NdotL) to (NdotL + 1) * 0.5 is... hmm.. unfortunate..
Sorry if I seem to be nagging about this issue, but if this part of rendering pipeline is exposed to SurfShader, the shader can be customize alot better to fit different style need.
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