DeferredLightingCommon.usf line 103 //float3 Diffuse = Diffuse_Lambert( GBuffer.DiffuseColor ); float3 Diffuse = Diffuse_Burley( GBuffer.DiffuseColor, LobeRoughness[1], NoV, NoL, VoH ); uncomment 103 and comment out 104. Then in the console "recompilescripts changed" Im not sure if this will work as I don't have the ue4…
What you are seeing is probably ue4s change to the disney diffuse model instead of lambert. "New: Switched diffuse shading model from Lambert to energy conserving Burley."
If that is true I'm screwed and I have hard time to understand how that should be more realistic and why they make such a big change in rendering when the engine is out of a beta a long time ago. That would mean every material has that fresnel and I assume I have no chance to change that because that is how the engine then…
Yeah. If you want diffuse lighting then it won't work for you. I just thought maybe that fresnel reflection can be compensated somehow with emissive or maybe with dynamically darkening the color based on fresnel. It was just an idea, but maybe it can make it a little better.