VFX_Veteran
Regular
The whole system was essentially greyscale; casting colorful light on the scene was a pretty easy modification, since it's basically just doing the shading separately for each color channel and dumping the results into different channels in the image.
But handling chromaticity in the scene, so that the shading produces different results in different color channels from the same light stimulus, and/or so that it responds differently to differently-colored light, would require more than one SH vector at each vertex.
Also, as I mentioned, I never got around to baking light bounce into the SH vectors. The rendering setup is able to produce GI results with as many bounces as you want with no additional runtime cost, but the actual image I showed is purely direct-lit.
Well, you have to be paying for creating the SH in the first place (i.e. setup). I would assume if you ran N number of bounces to be stored in the SH, you wouldn't be updating it in real-time.