Cloudscape Seasons - v1.2d

@kubapie The Clouds block the sunlight and this is the reason why it is dark when you look at the opposite side (it is meant to be this way). The material takes into account the directional light’s angle (the one acting as Sun). If you want to have that portion illuminated the same, then you need to provide different lights as follow:

a) make sure you have 1 directional light (lets call this light_hack) set at BP_CloudscapeSeasons and that it is positioned 90 degrees in relation to the ground
b) make sure you have 1 directional light (lets call this sunlight) set at BP_SkySeasons
c) make sure to use the same light in “b” set at BP_TheSun

This directional light in “a” should do the trick, but you will need to find a way to turn it off when you don’t need it anymore based on “b” angle maybe. Probably you will need to carefully adjust the intensities on “a” and “b”, and also at BP_SkySeasons you will need to adjust the sunlight intensity in the material applied in the sky dome.

As for the question regarding performance in VR, if the directional lights are static lights you might have the extra performance you need. Is this urgent by the way? The next update will bring an extra performance that will very fit your VR needs too (we cut off 5 ms on the rendering time, approx 28% more performance), but we are still working on it as fast as we can, but we decided to release a great amount of work at once, so is taking more time for tweaking.

PS: the performance gains are real even if using 4K coverage textures.