diff --git a/tutorials/shaders/shader_reference/spatial_shader.rst b/tutorials/shaders/shader_reference/spatial_shader.rst index 95c54973b..a2a85799b 100644 --- a/tutorials/shaders/shader_reference/spatial_shader.rst +++ b/tutorials/shaders/shader_reference/spatial_shader.rst @@ -324,6 +324,10 @@ Below is an example of a custom light function using a Lambertian lighting model If you want the lights to add together, add the light contribution to ``DIFFUSE_LIGHT`` using ``+=``, rather than overwriting it. +.. warning:: + + In GLES2, lights will always be added together even if you override ``DIFFUSE_LIGHT`` using ``=``. This is due to lighting being computed in multiple passes (one for each light), unlike GLES3. + .. warning:: The ``light()`` function won't be run if the ``vertex_lighting`` render mode