Just as #21 deals with terrain, this deals with prim faces.
In theory this should be as simple as computing the angle between the normal and the "sun direction" vector in 3D. Then 180deg is full bright and 90 deg or less is full dim. Tuning the endstops and the curve is the exercise.
Just as #21 deals with terrain, this deals with prim faces.
In theory this should be as simple as computing the angle between the normal and the "sun direction" vector in 3D. Then 180deg is full bright and 90 deg or less is full dim. Tuning the endstops and the curve is the exercise.