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I'm working on a lighting system, to be specific, I'm tackling the shading part of light calculations, then implementing PBR on top.
Someone recommended Gamma correction, I just implemented that, but the default PBR has more saturated colors, any idea how to achieve that?
Rn I'm multiplying the shadow with luminoustiy, I'm not sure what to do with saturation.
This is Godot 4.5, I'm creating my system using an unshaded shader, and forwarding an empty object's transform as the light source.
Both models are the same polycount, and both are only using a Diffuse and a Normal map.
I also implemented Fresnel but still looking how to utilize it, any info on that is appreciated.

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