In the past I worked on a game where our shaders faked directional lighting with a gradient texture. Essentially you'd input the direction in x,y,z and that would correspond to a gradient. I'm trying something similar in ASE, but having a hard time with how to represent that in a usable way.
If I test it by tossing a directional light into the scene and using light direction node, it works as intended.
However, we don't use lighting in our game and I'd like to control that direction with manual input if possible. Something like an x,y,z input that makes sense to the user. If I use a vector 3, it technically works, but it's difficult to make it point the right way.
Something that works more like rotation values would be ideal(so rotating 90 degrees on Y would make it look like it's coming from the left for example). Perhaps there's a completely better way to do this? Or, some direction as to how to get more sensible values for the user to input would be great.
- Unreal Engine