Option to Use Blue Noise for SkyAtmosphere Dithering

Currently, SkyAtmosphere uses Interleaved Gradient Noise for ray marching dithering. In testing, using Blue Noise (already available for Volumetric Clouds and other lighting features) produces a noticeably cleaner and more natural result.

The modification itself is very small (~5 lines in SkyAtmosphere.usf and SkyAtmosphereRendering.cpp), adds only a single texel fetch per pixel, and reuses existing textures (so no additional memory cost).

It would be great if this could be considered as an option in the engine. I’ve attached two comparison screenshots: one using Blue Noise and one using Interleaved Gradient Noise.

Hi Alexander,

Thanks for bringing this up. We have not considered adding an option for blue noise to the sky atmosphere component, but we would be interested in reviewing the changes and potentially implementing them. Would it be possible for you to submit a pull request on GitHub?

Cheers,

Tim

Hi Tim,

I’ve created a pull request on GitHub: https://github.com/EpicGames/UnrealEngine/pull/13859

Kind regards,

Alexander

Hi Alexander, thanks for the quick turnaround. I have contacted the relevant developers about this change, and they will review it as soon as they get a chance. I am going to close out this ticket for now. If you have any further questions, please feel free to reach out in another ticket.