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Divide pi out of light color

This should have been updated in https://github.com/godotengine/godot-docs/pull/7568
Ben 6 сар өмнө
parent
commit
d251fe8442

+ 1 - 1
tutorials/shaders/shader_reference/spatial_shader.rst

@@ -434,7 +434,7 @@ Below is an example of a custom ``light()`` function using a Lambertian lighting
 .. code-block:: glsl
 .. code-block:: glsl
 
 
     void light() {
     void light() {
-        DIFFUSE_LIGHT += clamp(dot(NORMAL, LIGHT), 0.0, 1.0) * ATTENUATION * LIGHT_COLOR;
+        DIFFUSE_LIGHT += clamp(dot(NORMAL, LIGHT), 0.0, 1.0) * ATTENUATION * LIGHT_COLOR / PI;
     }
     }
 
 
 If you want the lights to add together, add the light contribution to ``DIFFUSE_LIGHT`` using ``+=``, rather than overwriting it.
 If you want the lights to add together, add the light contribution to ``DIFFUSE_LIGHT`` using ``+=``, rather than overwriting it.