Godot Version
Godot 4.6.1
Question
I'm trying to emulate an early PS2 era aestheticand have switched the render settings to force materials to use per-vertex lighting/shading and double-checked that this works as expected with inserted light nodes. Unfortunately this doesn’t seem to apply to the Sun node (or any directional light) which still creates per-pixel reflections via the world environment.
Is there a way to convert the sun or environment’s lighting style to respect the per-vertex nature of the materials or is my only course to fake it with an omnilight?
PS2 probably didn’t have “world environment” 
1 Like
Ace Combat 4, though I’m trying to incorporate some of the earlier PS1 Gran Turismo 2 model specularity.
1 Like
I’d like to keep the World Environment to mimic the PS2 style fog, but I’m playing around with shutting off it’s light at least, yeah.
If you disable the ambient illumination the environment node shouldn’t be affecting the lighting in any way.
1 Like
Probably you could fake the directional lights using transparent volumes which when applied over another could simulate lights effects. Even you could use texture gradients applied to those volumes.