Got a cool day time effect as a post process on ordinary dot product lighting.
I use a log fall off on the brightness of the pixels increasing the lightness dark pixels increasing the most using the normalized colour of the pixel and modifying it with a little ambient colour change. It helps if you use a deferred hdr texture to render on, cause when u normalize it you can lose the near 0 values and the colours go bad when lighting up from night to day. Sort of looks like I cast a billion rays to get the global illumination effect, but its all just done with a small amount of arith in the shader, so u get it for virtually no cost to gpu. ๐ (or cpu.)
Anyhow I thought it was cool, and its easier to learn than physically correct BRDFS by a mile!