Attenuation buffers are RGB to accomodate absorption, right? So how about letting us define, per light, a shadow color that the attenuation color is affected by. KMX doesn’t support this, but the 3ds max lights do, as do the Maya lights, and in our case, Fusion’s lights. It’s not a physically correct lighting effect, but we’re not worried about that, are we?
This is definitely possible. I can add that to our feature wish list. I would assume it would be a per-light rgb multiplication on the existing “Absorption” channel.
I think that’s what it would be… If you implement, we’ll test.