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	<title>Hedgehog Engine 2 - Weather - Revision history</title>
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	<updated>2026-04-08T12:28:00Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://hedgedocs.com/index.php?title=Hedgehog_Engine_2_-_Weather&amp;diff=676&amp;oldid=prev</id>
		<title>Justin113D: Added page</title>
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		<updated>2025-07-11T19:46:31Z</updated>

		<summary type="html">&lt;p&gt;Added page&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Hedgehog Engine 2 has a dynamic environment system internally referred to as “weather” that is responsible for doing things like generating a skybox at runtime or changing how materials look.&lt;br /&gt;
&lt;br /&gt;
=== Effect on PBR materials ===&lt;br /&gt;
&lt;br /&gt;
While the details are not exactly known right now, it’s possible to deduce several functions from reading the shaders (which, as of writing this, has only been done for Shadow Generations).&lt;br /&gt;
&lt;br /&gt;
For the majority of all shaders, the following PBR properties get interpolated based on currently unknown values:&lt;br /&gt;
&lt;br /&gt;
* The [[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Albedo|albedo]] color to itself squared&lt;br /&gt;
* The [[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Specular|specular]] value to &amp;lt;code&amp;gt;0.02&amp;lt;/code&amp;gt;&lt;br /&gt;
* The [[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Smoothness|smoothness]] value to &amp;lt;code&amp;gt;0.9&amp;lt;/code&amp;gt;&lt;br /&gt;
* The [[Hedgehog Engine 2 - Physically Based Rendering (PBR)#Ambient Occlusion|ambient occlusion]] to &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>Justin113D</name></author>
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