Doesn’t seem to overly complex. The lighting basically changes color depending on the angle of the sun. It’s probably not using unreal’s sky system but a custom one.
The sun angle probably also drives a fog system at certain times of day increasing the fog just between the transition from sunset / sunrise to day / night.
There might also be a post process volume with varying contrast values that go hand in hand with the fog (seems slightly less saturated during this time of day)
Most of the shaders are probably simple, with low / 0 specular & high roughness. A lot of the shading is drawn by hand in the textures.
The author goes into detail here
Thank you! This helped massively although I am a beginner using unreal 5 and actually have no idea on how to go about creating those flat lighting style shaders for each object in the scene. Would you have any idea as to where to get started? I’ve tried using chat gpt to help but its honestly useless and just doesn’t understand what im asking lol thank you
Making a demo scene atm but it still needs some work before I post it
n64.zip (2.6 MB)
Skybox needs work but the mechanism is there.
Materials are driven with a lerp for lighting depending on time of day.
The transition times could also be pushed to the material parameter collection. It all depends on what effect you want.
wow !!! thank you for helping me this far i really appreciate it
There could be a lot more done to make this closer to n64, but it was just a quick version to show material lerp setups. With some proper planning it could be extended into a better system
You can also add sun rotation in the game instance (just unhooked it to show it’s just material based)
im slowly understanding all the techniques that i can use thank you so much