ToddRivers wroteI also realised the pixel lit shader wasn't calculating non important vertex lights in its base pass! I never use them so never noticed but thats now fixed π
I'm going to use them a lot with bump mapping instead! π
A thing that could be missing would be a normal map intensity multiplier, to better fine tune the bump, or to create effects like transitioning to 3d-like to fully flat texture.
I'd do that myself, but would end up with having to make that change on every update, would it be possible to have this feature in the next shader versions?
I think a multiplier (or a color where applicable) could be handy to fine tune the influence amount of other textures in the shader.
Of course, to give some artistic freedom, there wouldn't be any need to clam or limit the value, so a simple float(also including negative values) would be more than welcome π