I’m using a material function to achieve a “World Curvature” effect based on the distance between objects and the camera (from here).
However, when trying to add lights to the scene, I found out that the lighting is not evaluated in the way I would like to. The lights of the scene are in their location, so as soon as the world curvature effect kicks in, the lighting goes off position.
Here’s the level view with the World Curvature effect disabled
And here’s the same level view now with the World Curvature effect enabled, where the yellow pillar is not affected by the white light anymore
Is there any way to light scenes using this world curvature effect, so the lighting is respected when playing and moving around? Any help or alternative ideas are appreciated