After looking through the shaders i couldnt find the name of the light bright multiplier option within the shader. it would be useful to have as i wish to use it as a luminous power value in PBR.
Archive 17/01/2023.
Light brightness multiplier in shaders?
dragonCASTjosh
1vanK
// Negative lights will use subtract blending, so write absolute RGB values to the shader parameter
graphics->SetShaderParameter(PSP_LIGHTCOLOR, Color(light->GetEffectiveColor().Abs(),
light->GetEffectiveSpecularIntensity()) * fade);
/// Return effective color, multiplied by brightness. Do not multiply the alpha so that can compare against the default black color to detect a light with no effect.
Color GetEffectiveColor() const { return Color(color_ * brightness_, 1.0f); }
dragonCASTjosh
Thanks i looks like im going to have to find another solution