Hello friends,

Im looking to homogenize the different shaders in my game, due to each of them currently having hard coded light and shadow values. But what if one level has a dull white moonlight, compared to another level's bright yellow sunlight?

So, I can pass the level's sun color vector to each FX file, and this light will bathe the surface in that light. But when it comes to shadow, in real life, if the light source has a color thats not white, the shadow color has a tint of the color thats complementary to the light color!






What kind of equation can I come up with, using RGB values to always make the shadow color the complementary color to the light color?