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  1. In Unigine 2.1 the Atmospheric scattering was refactored (and it looks awesome) But in our product, we have spherical planets. So we can't use the default atmospheric scattering. We have a custom implementation of this feature. However we would like to use an environment texture or at least a global ambient light to prevent shadows from being just plain black. In previous versions of Unigine we simply set <render_scattering>0</render_scattering> But now, with the new system, in order to deactivate the atmospheric scattering, we have to deactivate environment texture at the same time ! <render_environment>0</render_environment> On the long run, we will probably implement a custom global illumination. But for now I can't find a way to have a basic global illumination without the features of your new scattering that does not work for a spherical planet. Any idea on how we can achieve such a feature ?
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