How can this unshaded style be replicated in Godot?

Godot Version

v4.6.stable.official [89cea1439]

Question

Screenshots are from Beyond Citadel, developed in UE4. I don’t understand how this is done. Skybox doesn’t affect environment lighting; it looks unshaded, but then you can see that some sides of the pillars are darker than others, and it doesn’t follow any light source orientation logic.

Is this vertex shading, or did the developer apply darker and brighter textures manually on each face of the objects in the environment? Highly unlikely…

Either the texture is like that or one side is darkened in a shader. Otherwise it is completely unshaded.

If it helps, here are one screenshot from inside and one from outside.

It looks like “fake contrast” from DOOM and certain other retro fps games. Eg walls facing east/west are brighter than they’d otherwise be, and walls facing north/south are one level darker.

1 Like

That’s it! Thank you so much!