No Sky Atmosphere on Mobile

Disabling cast shadows on the sphere just makes sure it doesn’t shadow your whole scene, and with your skylight there it does show there is shadowing inside the building from the directional light outside, however it also looks like your sky light might be too bright and illuminating the inside too much. Mobile doesn’t really have fancy global illumination without baking the lights.

You can learn more about the limitations of mobile rendering here:

The setting glitch is referencing is here to the right of the viewport, dropdown the settings menu and select preview rendering level. For mobile you want to select Android ES 3_1 or IOS SM 3_1. Both will be relatively the same with some minor differences, but if you’re building more for one platform or the other you’d choose that one respectively here.

I am getting what I want a little bit per time.
I followed this post and setting the skylight on static shadows appears but appears full black. Maybe I am wrong somewhere but although i try to follow all settings displayed in the post i can’t get any result and the shadows remains black.
https://postimg.cc/4Y78x5Yf

well… you never baked a level in unreal? you need lightmass importance volumes to get it to know what to bake. also gotta make sure your building and all the map assets have lightmap uvs and they are not overlapping. those are requirements to bake anything in the first place. you also gotta use the lightmap density display to figure out how much and where you need lots of lightmap density. this is only really relevant for “AO baking”, but should be always checked to not waste too much baking time and texture memory for places that don’t require much lighting.

and actually, like i mentioned before, there are 2 methods to get lighting done.

as you followed method…

  1. you bake with a movable directional light (that will not contribute to the bake) and the static skylight for the baked shadow color and interior Gi. results in something like this rather bland image. it’s only AO kinda GI cause the skylight is a soft lamp that illuminates everything uniformly. or you gotta use an hdri/cubemap and remove it after baking, so it will not get packaged.

  1. you bake with a stationary directional light and the static skylight. the skylight is still more or less just for the tinted shadows. the directional light bakes you the sunny Gi for the interior. after your done baking the level you can even change the directional light back to movable to get the argueably better quality of the shadows.

i skip methods 3. it’s simply using all static lights. but we don’t do his anymore. the bake ususally looks ver low quality and we use dynamic sun shadows, now.

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Forgive me for my ignorance in this materia but it’s 5 years I don’t touch Unreal Engine.
If do you saying “baking” meaning Build, every time I make a light change I select Build / all levels.
I have yet a lightmass importance volume and most of my meshes are with a double uv channel without overlapping ( the rest of them I will provide to correct the uv channels).
with your 1 method nothing changes
with your 2 metod all turns black. I really don’t know what I am wrong.
Maybe I could restart with a new project.

Do you currently have Mobile HDR enabled inside the project settings? If not, the HDR itself won’t show anything at all, hence the darkness. Ticking this feature will make a shader rebuild occur so be prepared!

Mobile HDR is ticked :frowning: