We were using a hacky way to make normals stronger: we subtract final lighting instead of vectors which leads to an incorrect lighting. To move toward PBR we need to standardize our shading pipeline.
Top - old, bottom - refactored:
I've rescaled material effectSettings.x to somehow fit the old look. Also it's recommended to not use `effectSettings.x more than 1.0.
I've discussed the change with @wowgetoffyourcellphone and he has no objections about that.