Godot Version
4.3
Question
Has anyone successfully implemented a lighting shader to avoid over-exposure scenarios?
I have seen past posts like this:
https://www.reddit.com/r/godot/comments/xsrry0/how_to_solve_the_light2d_exposure_problem_when/
https://www.reddit.com/r/godot/comments/1g7nznw/is_there_a_way_to_clamp_3d_lighting_to_a_maximum/
However even following the docs (CanvasItem shaders — Godot Engine (stable) documentation in English)
I have been unable to write a shader to avoid scenarios like this.
ie:
Anyone have tips on how to clamp the lighting properly?