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A silly diffuse shading model

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lisyarus

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A silly diffuse shading model is a December 2025 post on the lisyarus graphics blog about a one-liner alternative to classic Lambertian diffuse for tech demos and early prototypes.

It starts from max(0, L·N), notes that the clamped half goes flat black without ambient or textures, then remaps with (1 + L·N)/2 and squares that form. Plots compare both curves to true Lambert, and a Hermite argument shows the squared remap matches values and derivatives of max(0, x) at the endpoints. The author mentions using the same formula for clouds in a game.

It is for intermediate shader programmers who know basic directional lighting and want readable diffuse without full PBR or multi-light setups.

The post is a free single HTML article with formulas, plots, and screenshots.

It is useful when you need geometry-readable shading in a one-liner before investing in textures, ambient occlusion, or a full lighting stack.