lerp in the shader?
a*(1-r) + b*r???
Guys, guys !!
Lets forget about this all, I got a splitting headache and even more after
reading about those rofl factors, a*(1-r) + b*r & lerps. My sincere apologies for derailing the topic. Lads: the beer is on me, well I hope you are still thirsty. Cheers!
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result = lerp(color, reflection, reflectionamount)
where lerp(A,B,1.0) outputs B, lerp(A,B,0.0) outputs A, lerp(A,B,0.5) outputs the exact middle between A and B and so on. If I apply a threshold on reflections (as Elimina requested) the result would be black reflections where the reflections are darker than the threshold. It would work if it was color + reflection but that isn't the equation. I probably have to introduce some reflectance term, let's see...