As I mentioned in my earlier post, there were five major elements to the The Old Republic’s lighting model: gradient rim light, gradient illumination, depth of field, sky specular, and camera-relative lighting direction.
The attached image shows my test map with an ordinary UE4 depth of field post process effect. More importantly, it features the Owen model with the added sky specular effect. Owen and the two material spheres are all using the same gradient; the sphere on the right has z-clamped it. (Note: There is one difference between them in the screenshot — the gradient on Owen and on the rightmost sphere erroneously doesn’t use the same lighting vector as the other spheres, they are essentially lit from directly above instead of at an angle. That’s already been fixed.)