I think you can do it in many ways but one way (and not the best) is to multiply the diffuse term with a number bellow 1 (I'm not a shader expert tongue ).

Code:
Color.rgb *= Diffuse * 0.02;



I think it is best to have that in a variable that can be changed easily.

Last edited by 3dgs_snake; 11/23/12 09:38.