Hey all,
I’m trying to set up a skydome blueprint complete with clouds-- in my case, they’re polygonal.
They look good during the day and at sunset, but when we hit night time, Unreal Engine’s default shader model kicks in with its fresnel goodness…
My roughness is set to 1, and my specular is set to 0. I’m at a loss as to what else to do to get rid of the x-ray look caused by the frensel. Anybody know what to do? Do we break into the shader code and change things-- if so, how?
Thanks!