#Different Shadow Strengths For different Meshes-Materials?
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Ironic for me to mention this after saying how I dislike when Stylized Station mentions Genshin all the time, but Genshin Impact does cloud shadows well.
I think they have a perlin noise map (or similar) that scrolls across worldspace, darkening the landscape material based on the colour of the noise (black = no darkening, white = max darkening)
Yeah the best way would be to fake it using a Light Function material on your directional light
This is a long video because it's several small tutorials in a single one. I've separated it in chapters in case you're interested in something specific.
I find there's a lot of features and possibilities with Materials in Unreal many don't know about. In this video I try to expose some in hope that you learn something new or solve that problem...
shadow pass
Shadow pass can only do 0 and 1, not any grey values in between. Still very handy tools to have though
yes sir you can have grey ๐ watch the video from timestamp its right up your ally of shader math gimmicks
you can already see in video thumbnail the sphere has a shadow gradient
Ah yep, but it looks like it's using Dithering which can be a bit finnicky in most situations (lots and lots of flickering haha)
ah ok, flickering idk about, sad. I had the impression you used a lot of dither yourself to keep things cheap
Yeah it's cheap, but for a shadow pass it can flicker because it's a screen-space effect
Yeah I am convinced that dithering does not work well with shadows. Although the strength of the shadows is exactly what I want, there is too much flickering.
Also I tried Light function material. But in that example cloud shadows stretch along the perpendicular meshes. But yeah, best solution so far..
so what you can do is have 2 or more directional sunlights, and if your clouds are meshes they can be set which one is affected by each. Then set different shadow strength for the suns. Its not very scalable but 2 or 3 i think should be manageable
iirc you can set a mesh to be affected by different directional light channel, so that the rest of the level is not impacted and just keep the normal sun
i seen it used for some trickery for indoor vs outdoor with 2 suns as well