Replies: 2 comments 2 replies
-
I commented on the original proposal to suggest essentially this. It was also proposed in response to a bug report on the main Godot repo godotengine/godot#53985 |
Beta Was this translation helpful? Give feedback.
2 replies
-
I've opened a new issue on the main Godot Github repo that would at least partially alleviate this issue if implemented. |
Beta Was this translation helpful? Give feedback.
0 replies
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
-
This is a continuation of #3981 , which I closed as I realised it didn't meet the criteria for a full proposal.
Due to the way Godot uses the DirectionalLight3D node to control the rotation, colour and energy of the sun for sky materials, PhysicalSky and ProceduralSky, this produces very discontinuous lighting when the sun is angled close to the horizon, as can be seen below:
Because atmospheric scattering is handled entirely in the sky shader, there is no feasible way to pass back any modulation to the controlling light. I lack the technical expertise to implement a fix, so I'm opening this discussion to propose various means to potentially solve this. My thoughts are the following could be feasible:
Apologies for the lack of technical nous on this one, but it's been bugging me a lot recently. I'd appreciate any and all input on how this is best achieved.
Beta Was this translation helpful? Give feedback.
All reactions