I have a shader to RGB based toon shader and I’m trying to exclude certain colors from being accounted for in the lighting so that I can have some aspects controlled by one color light and other aspects by a different color. As you can see below though, equidistant and equal strength lights are considered different brightness where the only blue one is darkest and the only green is brightest. Is there a way to work around this so that if I exclude a color I don’t have to change all the lighting in a scene
I think you may want to use composoting to do that. https://youtu.be/WZD-MTXwP4c
This video might help
Nevermind I got it. I noticed it only had that issue when the combine RGB was used so I figured how to prevent that. It’s fine as long as you don’t turn on more than one at a time, which there’s no reason to do.