@SebHillaire Nice job on this shader! This is producing much smoother results than the Precomputed Atmosphere plugin I was using before.
Edit: Looks like my 1st issue appears without a SkyAtmosphere in the scene, at least when Raytracing is on.
Edit 2: Enabling Apply Pre-Exposure before writing to the scene color might have fixed it…
Edit 3: It didn’t completely fix it, but now it seems like my sun bloom might be working better. The yellow translucent thing comes back in my scene only at ~10.3 or so EV (I made a manual exposure control slider). I’m not sure why that is happening.
I am making an International Space Station sim using a real-scale Earth model from orbit to surface, with proper orbit, and sun + moon position. To maintain coordinate precision, I am “manually” rebasing my coordinates with the ISS at world origin and the Earth moving around it. To enable motion of the SkyAtmosphereComponent, I cherry-picked all of your commits in dev-rendering between December 16th and now.
I am having an issue now: yellow translucent flashes in rectangular portions of my viewport. The flashes get more frequent when I am closer to world origin and thus my ISS model, and when I increase viewport resolution. The flashes get less frequent when I cap FPS to 25, and stop when I cap it to 20. I think I have seen these flashes even without having the ISS in the scene.
I also have a yellow-ish subsurface material on the solar panels of the ISS, which may or may not be causing something.
I have an unlit translucent emissive material for clouds which uses a SkyAtmosphere material node for getting colored lighting.
From DefaultEngine.ini:
[/Script/Engine.RendererSettings]
r.DefaultFeature.AutoExposure=True
r.DefaultFeature.AmbientOcclusion=True
r.DefaultFeature.MotionBlur=True
r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True
r.UsePreExposure=False
r.SkinCache.CompileShaders=False
r.RayTracing=False
r.SkyAtmosphere.TransmittanceLUT.LightPerPixelTransmittance=True
r.SkyAtmosphere.FastSkyLUT=False
r.SkyAtmosphere.AerialPerspectiveLUT.FastApplyOnOpaque=False
What might be the cause of this, and how might I fix it? If I find the time, I might be able to get some video of it happening. I am trying with Raytracing on now to see if that is different.
2nd issue: When in the shade of the Earth, my ISS is usually lit in red light when it should be in shadow.
This is less important for me to fix quickly, and I can think of a few odd ideas like manual shadowing with an invisible cube, and changing lighting channels.