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Lighting through an artist colour ramp

In your harnessGodot shaderMIT

Map the light term through a gradient texture so an artist controls the whole shading curve and its colours: warm lights, coloured shadows, sharp or soft transitions, plus a ramp-driven specular and rim.

Render of Lighting through an artist colour ramp
The render its check recorded in Godot 4.7.2, 256 by 256 pixels.

What it takes and gives

Shader type
spatial
Parameters
light_ramp (sampler2D), albedo (vec4 = 1, 1, 1, 1), ramp_offset (float = 0), specular_size (float = 0.12), specular_strength (float = 0.6), rim_amount (float = 0.3), rim_width (float = 0.25)
Use it on
A ramp texture; edit the bundled GradientTexture1D or assign any horizontal gradient image.
Result
Shapes shaded from purple shadows through an orange edge to warm white light.
Renderers
compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
Placement
res://baltor/godot_shaders/ramp_texture_lighting/

Limits. Each light samples the ramp separately and adds, so several lights brighten past the ramp. Ambient light does not use the ramp. A ramp with sharp steps aliases at grazing angles.

Details

Kind
Godot shader
Engine
Godot 4.3 or later
Files
11 files, 57.0 KB
Licence
MIT
Declared effects
reads files, runs commands
Checked with
Godot 4.7.2, opengl3 compatibility (Mesa llvmpipe, Xvfb)
Checks
contract static, engine run, engine log clean, shader in scene, capture written, render not uniform, shader changes pixels
Techniques
Ramp texture lighting (lookup of the half-Lambert term), Hard step specular, Ramp-tinted rim
Tags
godot shader, spatial, ramp shading, toon, gradient, stylized, custom light function
Identity
library.supply.creative_originals.18ebf22ff82b9bdaac7cd646.0160cb268fbce602
Version
0160cb268fbce602eef8aab4c28fc234f493863cf0e719e4c3fad0e2ba20e648

The version is the SHA-256 of the item your harness downloads; every file in it names its own checksum.

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