Hi there, I was wondering how to achieve the same effect I get from plugging in a texture into 'ambient color' in maya's lambert shader. I don't know if there's some term for it, I haven't been into 3d for games for too long.
I don't know this shader. I'm guessing that you're talking about using greyscale ambient occlusion as a lookup into a ramp. That would be expensive in realtime, and I recommend you bake that into the diffuse texture. A link to the description of what's actually going on would help. Make your own YouTube video if it doesn't exist, but I bet it does.
That isn't what I mean at all. Here, all shaders in this screenshot are using ambient color. I'm trying to make a cartoon visual style and ambient color is part of it. Unity has no 'ambient color' - I'm trying to find out what it calls it instead.
Unity calls it "Ambient Light". It is not a part of the built-in shaders. You can use "self-illumination" if you need per-material "ambient light". As for what the texture is doing, I still have no idea. Toon ramps typically work with Half Lambert lookups; you could think of that in reverse, but what would be the point? Why is your model so big?