Godot Version
v4.4.1
Question
I am currently using a PhysicalSkyMaterial for my worldenv since it looks significantly better than ProceduralSkyMaterial. However, unfortunately, it doesn’t seem to simulate the scattered light when the sun is beneath the horizon. Is my only option to make a shader from scratch, or fiddle with ProceduralSkyMaterial until it looks passable? Is there some way to extend the built-in PhysicalSkyMaterial?
I can think of a dirty hack: linearly remap the 90->270deg range of the sun such that it takes a longer fraction of my day-night cycle, with the caveat that the sun’s position will be incorrect at any time other than noon, and sunset and sunrise will occur at the wrong times. I could possibly create a phantom directional light with zero energy and no shadows that comes earlier in the transform tree such that it is the one the PhysicalSkyMaterial uses, so that the actual sun can have the correct rotation while I manipulate the sky’s transform independently. I would really rather not do that. Advice of any kind is welcome.