[Community Project] WIP Weather & Water Shader

The issues with underwater will be caused by not having a Post Process actor in the scene with the Blendables PP material in the Misc section (and make sure the PP volume is “UnBound”), check the implementation of the PP_Global actor in the demo level. Also make sure you migrate everything in the Sky & folder, along with the ShipsAndExamples\CustomThirdPerson\Blueprints folder at a minimum if you want both the and skydome.

The brightening will also be caused by the PostProcess volume, expand the Settings, then the Auto Exposure section, and set both the Min & Brightness values to 1. disables the brightening effect when looking at bright then darker areas and vice versa.

For the moon, believe it or not, the moon is quite often visible in the daytime (how else could you get a solar eclipse mid day?). We don’t notice it as much because it blends into the atmosphere, it doesn’t stand out like it does at night, but it is there. You can check the values against website, MoonCalc.org, or any others such as the US Navy’s site. Just enter in your long/lat date/time, then compare the Azimuth (yaw) and AltitudeAngle (pitch) values. Please note that the end Rotator pitch/yaw/roll will not be the same as Azimuth & AltitudeAngle, they need to be rotated into UE4 coordinates causing a discrepancy. Be sure to adjust the time/date in the Default section, the moon and sun positions vary from one day to the next, most days the moon stays below the horizon during the day, but not all.

One last thing to keep in mind, the Offset UTC variable needs to be accurate for your longitude location. As an example I live in Vancouver Canada, which is roughly -130 longitude, and a UTC hour offset of -8. The east coast is -5 hours UTC, make sure you have that set properly. I am not sure what might be causing the with Daylight Savings time but I will look into it further.

I will update the documentation asap with the migrating instructions, and get back to you on the other info asap.


@Mordraug:
Please take a look at answer from TK a little while back, the texture needs to be a certain size to work properly:
https://.unrealengine.com/showthread.php?42092-Community-Project-WIP-Weather-amp–Water-Shader&p=553893&viewfull=1#post553893


@dazuk1978 / @jSlavens / @ppouloup

I am sorry for not replying to your PM’s yet, I have not been doing very well for the last couple weeks, I will try and get back to you asap


@

Same as above, haven’t been around much lately, but I’ll try again tomorrow :frowning: Your fluid surface actor looks great! It’s probably a lot of fun to play with too hey? Nice work man! :wink: