Is there a way for me to make a material (either using nodes or normal materials) that has wrap lighting - where the diffuse light also shines on the back side of the material. I’ve tried using the ramp shader, but that maps the left side of the ramp to where the angle-of-incidence is 90deg, so I can’t control the shading of the back side.
I’m looking to use Blender to render out (many) cubemaps for prebaked lighting for human skin. This will be pulled into a realtime shader in the Unity game engine (where spec etc is added).
Sorry if this is a noob post, but I’ve been fighting for a few days and I just couldn’t get it to work. I DID consider adding some darklights to the back side of the proxy object, but we have so many light sources that it would be impractical.