Godot Version
4.4
Question
I recently saw an example of a shader (this one to be specific: Accumulated light (3D) - Godot Shaders) in which render_mode specular_toon is used simultaniusly with overriding the light() function.
I couldn’t find much documentation on render_modes, which specify how lighting is calculated, so I always assumed they only affect how the engine should calculate lighting and are irrelevant if the shader does it. Was I wrong about that?