by jobigoud » Fri Mar 11, 2022 12:35 pm
jobigoud
Fri Mar 11, 2022 12:35 pm
My guess is they are looking for a way to show a certain texture only in the parts of the model that are not directly illuminated by the light source.
There is an AOV that gives the direction of the light source, maybe there is a way to composite that with the local normal with a dot product to determine if these two vectors go in the same direction (if they go in the same direction that part of the model is facing opposite the light source).
For material visibility based on depth you should be able to use the Z depth texture, plug it into a Compare texture and return 1 or 0 based on a distance threshold. Then plug that in the material opacity.