Lambert Shading Geometry

Intensity
0.00
I = max(0, cos θ) = max(0, N · L / |N|)
Top-down height profile
Brightness = cushion height. Normals vary across the surface.
How it works
The cushion surface is a parabola: highest at the center, lowest at the edges. The surface normal N points perpendicular to the surface at each point. The light direction L is fixed. Brightness depends only on the angle θ between them.

Drag the light arrow in the diagram above to explore how brightness changes with angle.