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Up Topic Material Shading

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In Response to PeterW
What do you mean by "stronger"? We can't pronounce an edge more than rotating the normal exactly into light direction, for which 0.1 is already overshooting quite a bit (light depth is 0.5). And the bias calculation (which I'm working on a bit currently, btw) is basically limited by the 127 values it can put into the byte into one direction - the shader just has to decide what to do with it.

Just to illustrate, here's the "border" brightness for diffferent values of landscapeNormalDepth and current lightDepth:
https://docs.google.com/spreadsheets/d/1OBtfOoObBtvXF370v2YBWq_5TarVGxZOKR7yT_aLQa4/edit#gid=0

(0 = far from the edge, 1 = close to the edge. Note that 0.1 actually has lower brightness at the edge because we are "overshooting" with the normal.)

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