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The Sky is the Limit

Over the past week I have been working on improving the sky dome for our major project. I have enjoyed working on this and am pleased with the result. Beyond this, I have been working to improve this shader as well as develop a similar shader/material for Unreal Engine. My goal is to have a shader that connects to the light you are using as the sun and can support a day night cycle. So far this is mostly complete and can transition from two stages (by default, day to evening although editing the "day" part to look like night is also possible). This was initially done so that our designer could adjust the lighting and sky at the same time. I have been reworking it a bit to transition completly from day, to dusk, to night and then back round to day again, as well as clean up te shader network. This has had its challenges but I have so far been able to make progress. The hardest part has been working on the Unreal Engine version. For Unity, I have been using Shader Forge to create the shader network. While many of the nodes are the same in Unreal Engine, some might be called something slightly different or have a differnet function. This has meant I have had to learn how a node in Shader Forge works and then translate this across to Unreal Engine.

Here is some progress shots, these have been taken in Unity:

I will do another update later on showing the unreal engine version when I get that working.

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