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Description
Hemisphere light and shadows appear applied in the wrong order on MeshLambertMaterial, in comparison to MeshPhongMaterial.
Here is a scene with a hemisphere light and a spotlight, using MeshPhongMaterial:

Here is the same setup, but the materials are MeshLambertMaterial:

Apparently, in phong's case, the shadows are applied before being re-illuminated with the hemisphere light, but in lambert's case, it looks like the hemisphere applies its illumination to the vertex color in the vertex shader, making it impossible to "re-illuminate" the shadow samples in the fragment shader. Passing an extra light color varying to the fragment for shadow re-illumination could be a solution. I'll try this and report back within a few days.
I should note that using Lambert with shadows and a hemisphere light has a relatively inexpensive but beautiful aesthetic.
I'm using THREE r100.