After adding a skylight, directional light the world looks fine, but surfaces that are not facing the sun (directional light) are extremely dark, to the point it affects gameplay dramatically.
My hope is to use a post process volume the surface that is market as #1 to be well lit as the surfaces that are marked as #2 all my attemps so far brought very little improvement if any.
Doing it in Fortnite creative after disabling the default open world lighting settings, so it is basically Plain UE5 lighting issue. The Fortnite team, with their default lighting achieved a result where every surface, placed dynamically by the player is well lit, even if the player will completely enclose itself - trying to get the same result.
not sure how uefn does that, but in the default engine you gotta use realtime capture or a cubemap that has a proper lit bottom hemisphere. in case of the realtime capture you gotta make sure the lower hemisphere is lit properly aswell. this is what creates the “ambient lighting” at the bottom. the alternative is using a function in the master material that creates this hemispheric gradient.
that’s odd. the white cubemap should actually light it. assuming this is not a reflection. or some shader trickery.
the horizon ramp is basicly just that. in fact shader trickery. i dunno if they use the same trick. looks kinda similar, just with the 2 top colors swapped.
works with a 2 color lerp aswell. the interpolater is kinda important. it’s more performant than per pixel. you could multiply it with the basecolor or add a certain amount to the emissive. without it glowing too much. just make sure the colors are not black like my setup.
The white cubemap works great 360 degrees, but directly upwards, when looking at a ceiling, it’s pitch black.
i’ve tried setting a light function to the directional light, it does not seem to effect the scene
I’ve used a simple one with just a color, white / black
and the one you provided, switching the black to a lighter color - i dont see any effect in the scene, i think im missing something.
well… you gotta apply the ramp to the mesh materials. it’s not a light function. i reckon there’s a master material for the whole game’s asset pipeline. follow the material instances. the master material gotta be somewhere.