Unity 2019.2.17f1 with latest HDRP
The backside of my objects in my scene are way too dark, how do I adjust this? I’ve tried searching online about it, I’ve tried to adjust all the post processing effects nothing works
Current Scene Settings:
Current Directional Light:
Example:
In the shadows the lighting comes from the sky and the bounced light.
In your case you could try leaving the directional light’s shadow dimmer at 1 and have the sky affect the lighting of the scene by picking the HDRI sky in the “Static lighting sky” component.
If you don’t use lightmaps or lightprobes this will make the sky affect the lighting of your scene and so you shoud get some blue in the shadows.
If this is not to your taste you can also use a different profile in the Static lighting sky with another sky (like a gradient sky for instance) and use that to control the sky lighting without changing the sky seen through the camera.
Lightmaps and lightprobes can be used to get a more accurate representation of the sky lighting and the bounced light in the scenes.
How would I go about making a sky that the camera cant see that adjusts lightning?
You should create a new Volume Profile asset and assign it in your static lighting sky component, then pick in the dropdown the sky settings you want to affect your lighting.
https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@6.9/manual/Static-Lighting-Sky.html
Sorry to necro.
I am working on a scene. However, the ‘fancy’ lighting can make certain angles geometrically confusing. Instead, I would like to use the ‘Scene Lighting = Off’ option at the top of the Scene view editor window - that is to say, I’d like to work with ‘flat shading’. Unfortunately, I am experiencing as well a very dark, visually illegible scene:

Scene Lighting on

Scene Lighting off
I’m not sure if there is an option that I am missing, which will help to make the ‘Scene Lighting = Off’ second picture brighter, but in case there isn’t:
Proposal:
What I find myself craving in this situation is a 3-parameter, post-processing solution (a setting I imagine would likely be saved as a component within a ‘.scene’ file - custom on a per-scene basis).
- Brightness Offset
- Brightness Range
- Brightness Gamma
Formulaically, for a 'Scene Lighting Off’ pixel ‘p’, and its value (normalized ‘brightness’) p.v:
p.v = Mathf.pow((p.v + SceneVeiwBright) / SceneViewRange, SceneViewGamma)
Furthermore, are there any API calls/hooks for custom post-processing on the Scene view? I wouldn’t mind much coding the post-processing step myself; it seems pretty straightfoward.