The 3D Handbook
Key term

Time of day

A sun, sky and lighting setup that changes over the game's day, either by blending baked keyframes or by computing all light dynamically, with knock-on costs for shadows, GI, exposure and art direction.

lightingatmosphereopen-worldrendering

Time of day (often shortened to ToD) is a lighting setup in which the sun, sky, fog and ambient light change as the game's clock runs. It touches almost every lighting system, which is why it is one of the first technical decisions on an outdoor game. Ghost of Tsushima's rendering goal states it directly: "Continuous time of day with dynamic weather" (SIGGRAPH 2021: Real-Time Samurai Cinema: Lighting…).

#What changes over the day

When the sun moves, everything that depends on it must follow:

#Two ways to handle bounce light

Blend baked keyframes. Bake GI for several hours of the day and interpolate between them at runtime. Assassin's Creed IV: Black Flag did this with a "partially baked GI solution" that was "compatible with dynamic time of day and various weather presets" (bartwronski.com: My upcoming GDC 2014 presentation).

Compute it live. Use fully dynamic GI that reacts to any sun angle. Fortnite Chapter 4 moved to Lumen because "the time of day will change" along with building and destruction (Unreal Engine Tech Blog: Lumen brings real-time global illumination to…).

A 24-hour clock face with eight black dots at 00:00, 03:00, 06:00, 09:00, 12:00, 15:00, 18:00 and 21:00. An orange hand points at 10:00. Text explains that at 10:00 the lighting is two thirds of the 09:00 bake and one third of the 12:00 bake.
Blending baked keyframes. With eight bakes a day, any moment sits between two of them.Diagram by the handbook author

#Costs to plan for

#Art direction

A time-of-day cycle multiplies every art review. Each area has to read at dawn, noon, dusk and night. Treat it like a colour scripts: choose a small set of key times, light and grade each deliberately, and let the system interpolate between them. Check value and silhouette readability at the darkest and the brightest keys.

Related: real-time lighting, baked vs. dynamic lighting, light probes and reflection probes.

#Further reading and watching

References

  1. Jasmin Patry (Sucker Punch Productions) · Real-Time Samurai Cinema: Lighting, Atmosphere, and Tonemapping in Ghost of Tsushima · SIGGRAPH 2021, Advances in Real-Time Rendering in Games, 2021 · talk · accessed 2026-10-21
  2. Epic Games · Virtual Shadow Maps · Unreal Engine Documentation, 2026 · docs · accessed 2026-10-21
  3. Guerrilla Games (Andrew Schneider) · The Real-time Volumetric Cloudscapes of Horizon Zero Dawn · SIGGRAPH 2015, Advances in Real-Time Rendering (Guerrilla Games site), 2015 · talk · accessed 2026-10-21
  4. Unity Technologies · Physical light units (HDRP 17 manual) · High Definition Render Pipeline manual, 2026 · docs · accessed 2026-10-21
  5. Bart Wronski · My upcoming GDC 2014 presentation · bartwronski.com, 2014 · web · accessed 2026-10-21
  6. Epic Games · Lumen brings real-time global illumination to Fortnite Battle Royale Chapter 4 · Unreal Engine Tech Blog, 2023 · article · accessed 2026-10-21
  7. Bart Wronski (Ubisoft Montreal) · Assassin's Creed IV: Black Flag, GDC 2014 rendering slides · GDC 2014 (slides hosted on bartwronski.com), 2014 · talk · accessed 2026-10-21
  8. Unity Technologies · Understanding Adaptive Probe Volumes (HDRP 17) · High Definition Render Pipeline manual, 2026 · docs · accessed 2026-10-21
  9. Epic Games · Volumetric Cloud Component · Unreal Engine Documentation, 2026 · docs · accessed 2026-10-21

Last updated 2026-10-22