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Outdoor SDF shaders use three light sources: sun key light, sky dome fill, and ground bounce

A minimal but realistic outdoor lighting rig has three components: (1) Sun / key light — a strong directional light, placed low for dramatic long shadows, yellow-orange in color. (2) Sky dome / fill light — the ambient blue light from the whole sky hemisphere, driven by dot(nor, vec3(0,1,0)) so upward-facing surfaces catch more sky. (3) Ground bounce — a faint upward-facing (dot(nor, vec3(0,-1,0))) yellow light simulating sun bouncing off the ground floor, preventing pure-black undersides. The complementary relationship between yellow sun and blue sky is an artistic advantage to push deliberately.

Examples

vec3 lin = sunDiff*sunCol*shd + skyDiff*skyCol + bounceDiff*bounceCol;

Assessment

Disable the sky fill light in a shader and describe three visual changes you observe on a sphere sitting on a ground plane.

“sky is blue. And very conveniently, from artistic perspective, the blue of the sky and the yellow of the sun are complementary colors, which makes things very pretty”
corpus · inigo-quilez-live-coding-happy-jumping-video · chunk 4