OK, here is an issue that I am pretty sure everyone is seeing but nobody is talking about:
What I am talking about is why the shader seems to behave as it is like a flapping cat door. And as it turns away from you (upwards, hinged at the top in these samples) the outside of this 'cat door' leaves the area outside with no shading (or the impression of it) at all.
Likewise when turning to the side, you get the same effect where the shader seems to ignore areas that actually do need shading. Then there is also the halo effect. Like the sunken structure (the one with the '????' in it) see that halo? Or 'gloria' if you will. I´bet it's the same shader, bleeding light out on the sides from behind the structure.
Now.. the obvious question here is, what can be done about this? Because I much rather turn that shader off entirely, and have everything brighter, than having a cat door flapping all over the screen :)
I don't consider this a bug of course, but I am curious as to what can be done about it. And like I said, I'd much rather get rid of it entirely.
Update: I changed the shader to make the 'cat flap' more visible.
Hey Mike -
Sorry for the delay getting back in touch with you but I believe I have found teh cause of the "window" effect you are describing above. This is generated by the Screen Space Reflections. If you add a Unbound Post Process volume to your level and go to the Screen Space Reflections section in the details panel check intensity to true and set the intensity to 0. The window should disappear and you will only have the Static Reflections generated by any sphere reflection actors.
answered Nov 18 '14 at 10:50 PM
Lovecraft_K ♦♦ STAFF
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