Floating World Shader Part 2 – Sky Material

As talked about in my last post, I’ve been working on some shaders based on work by Owakita. Here’s part two of the breakdown!

I’ve written a number of posts breaking this down, and these can be found here:

Part 1 – Initial Plans
Part 3 – Post Processing Material
Part 4 – Gradient Fresnel Material
Part 5 – Ocean Material

Sky Material

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The sky material for this project was pretty simple, as I made a copy of the base sky material found in the construction script of BP_Sky_Sphere, and replaced that reference with the copy.

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BP_Sky_Sphere Construction Script

Inside of that copy, I replaced the scrolling clouds texture with my moon, and the stars with my stars. I also added an additional cloud speed parameter so that I could control the speed of the stars and moon separately, for a nice parallax effect.

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Texture samples that need changed in M_Sky.

The most challenging part here was creating the moon texture. As it has such a large area to cover and is projected over a sphere, I had to get the moon shape in the correct area of the texture and bend it appropriately so that it looked correct on the sky sphere mesh. I got there after a lot of trial, error and free transform!

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The star and moon textures I created. 

For the colors, I left the material as is but overrode the light based colouring in the details menu. I then tweaked zenith and horizon color until I got close to the reference image.

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Tickbox for turning off sun position based color and color controls.

That’s all there was to it for the skybox! Next post will look at the post processing effect.

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