# Achieve Lambert light model in three.js same as Unity lambert light model

**URL:** <https://discourse.threejs.org/t/achieve-lambert-light-model-in-three-js-same-as-unity-lambert-light-model/8143>\
**Category:** Questions\
**Tags:** lights, materials, shaders\
**Created:** [June 18, 2019, 6:49am UTC](https://discourse.threejs.org/t/achieve-lambert-light-model-in-three-js-same-as-unity-lambert-light-model/8143 "2019-06-18T06:49:34Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![ATHellboy](https://avatars.discourse-cdn.com/v4/letter/a/4491bb/32.png) [@ATHellboy](https://discourse.threejs.org/u/ATHellboy)\
**Post date:** [June 18, 2019, 6:49am UTC](https://discourse.threejs.org/t/achieve-lambert-light-model-in-three-js-same-as-unity-lambert-light-model/8143/1 "2019-06-18T06:49:34Z")

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Is it possible to achieve lambert light model in three.js like what it is in Unity ?  
I want colors (+ shadows) look same in both three.js and Unity. I don’t know it is normal or not but shadows are too dark.

For instance:

In three.js by MeshLambertMaterial:  
 ![3](https://canada1.discourse-cdn.com/flex035/uploads/threejs/original/2X/0/0de43109a257202022f72b9e5ef9af5bc4ac10fa.png)

In Unity by Standard shader:  
 ![u](https://canada1.discourse-cdn.com/flex035/uploads/threejs/original/2X/e/ec9d6980f805a4da47a81186ab2f0d6dfce81bcc.png)

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**Author:** ![looeee](https://yyz1.discourse-cdn.com/flex035/user_avatar/discourse.threejs.org/looeee/32/59_2.png) [@looeee](https://discourse.threejs.org/u/looeee)\
**Post date:** [June 18, 2019, 8:02am UTC](https://discourse.threejs.org/t/achieve-lambert-light-model-in-three-js-same-as-unity-lambert-light-model/8143/2 "2019-06-18T08:02:42Z")

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Try adding an [ambient light](https://threejs.org/docs/#api/en/lights/AmbientLight) or a [hemisphere light](https://threejs.org/docs/#api/en/lights/HemisphereLight).

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<div class="post-metadata">

**Author:** ![ATHellboy](https://avatars.discourse-cdn.com/v4/letter/a/4491bb/32.png) [@ATHellboy](https://discourse.threejs.org/u/ATHellboy)\
**Post date:** [June 19, 2019, 3:21pm UTC](https://discourse.threejs.org/t/achieve-lambert-light-model-in-three-js-same-as-unity-lambert-light-model/8143/3 "2019-06-19T15:21:08Z")

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I added ambient light (There is a directional light too). But I can’t achieve same colors like Unity. How should I choose ambient light color and intensity ?  
BTW that very dark shadow is solve by adding ambient light.

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<div class="post-metadata">

**Author:** ![donmccurdy](https://yyz1.discourse-cdn.com/flex035/user_avatar/discourse.threejs.org/donmccurdy/32/33209_2.png) [@donmccurdy](https://discourse.threejs.org/u/donmccurdy)\
**Post date:** [June 19, 2019, 5:02pm UTC](https://discourse.threejs.org/t/achieve-lambert-light-model-in-three-js-same-as-unity-lambert-light-model/8143/4 "2019-06-19T17:02:48Z")

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Trying to get identical lighting in two engines is likely to take a lot of manual tuning, I doubt there are any settings that will just automatically get you there for all model and lighting setups.

That said, enabling `renderer.physicallyCorrectLights = true` will probably get you closer, if light attenuation is important.
