I am cleaning up my code so that everything is part of the SunBurn rendering system (I had some quads rendering after the SceneInterface Render() call using some Depth tricks to achieve the expected result) and in order to do so, it would require these SceneObjects to avoid applying the Lights defined in my scene and just apply the diffuse and transparency maps.
I've tried setting the SetAmbientLight() method of my DeferredObjectEffect instance but it doesn't seem to work.
Could anyone let me know how I could achieve that if that is possible without creating a Custom shader?
The easiest way to do this is with a custom shader that stores an empty view-normal (0, 0, 0) in the g-buffer pass.
Let me know if this helps!
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I was afraid this would be your answer :)
I wanted to avoid digging into custom shaders for now and concentrate my efforts in gameplay but it seems that I don't have a choice :(