I'm making a very particular toon shader, where instead of using a color ramp solely as the color and texture, I'm using the color ramp as a mask between a "light" texture and a "shaded" texture. I'd like them to be colored by the light illuminating them, too, but I can't figure how to get it perfectly flat like the mask itself is. I.e, I want a red light to cast a red tinted version of the "light" texture over the dark texture where the light touches it, and for it to be tinted red the same amount all across.
My graph is set up that a Diffuse BDSF goes through a Shader to RGB which is passed into a constant color ramp and used as the factor for a mix node between the two textures.
I figure I'll have to have a mix node of a sort affecting each individual texture before they are combined, but I don't know how to get the Color of the light affecting the original diffuse, and in such a way that it is clamped into one single color to mix with the textures.