Ok, so I’ve been working on this outer space scene using the new SkyAtmosphere system (current UE4 build 4.26.1) for a few weeks now. Everything went super smooth up to the point where I finished my planet (Earth) and focused on making the Moon. According to the documentation and some videos I watched, to achieve natural dynamic lighting, I should enable “Per Pixel Atmosphere Transmittenance” in my directional light (sun) settings. So, I did that and my moon started looking really good, however, I am now experiencing an issue with the planet surface:
I tried changing sky atmosphere parameters and maxing various CVARs for better quality but it didn’t help to resolve this issue. I am not entirely sure if this is a bug or an intended functionality, but so far I have thought about the following workarounds:
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Roll back the transmittance to default mode (unchecked), this would give me good looking planet but all other objects in space would be light incorrectly. Hence, I would need to change all shaders to unlit and rewrite them, as I understand this would be needed for all objects in space (moons, spaceships, props etc.). This sounds time-consuming and not user-friendly at all. I would prefer to avoid this path.
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Rewrite planet surface shader from lit to unlit and work with “Per Pixel Atmosphere Transmittenance” enabled. This sounds better coz only one shader needs to be rewritten and I would be able to benefit from beautiful outer space lighting. I am not sure, however, If I can replicate my lit shader 1:1 (will give it 2-3 days and see the effects).
If anyone has a different idea on how to fix this, please kindly reply. All suggestions are welcome.
