So I’m having this huge frustrating dilemma that I’ve been trying to figure out for a week. I really wanted to try and figure it out myself but I am giving up and coming here now lol.
So I’m using HDRP and the PBR sky, paired with a minimal Sky and Fog Volume.
Attached is a gif of a active rendering. Screen capture - 305557e29cdaf4459f6a1e4b1a807988 - Gyazo
Hopefully you immediately notice the problem. The moon looks disgustingly discolored and just faded out of the scene. Currently I have an ocean sitting on a 6000 x 6000 meter plane, and a hacked spherical skydome of stars made real quick with shadergraph. The scene lighting looks perfect to start and then I’ll add other volumes in as I begin making the island.
So what are some ways I can have a beautiful moon in here? Because the vanilla disk is nasty for nighttime for the likes of an HDRP project. Ideally I’d like to exclude the disk from the changes the global volume makes, if not, well, what can I do? This isn’t acceptable.
ALSO, the lux on the directional light is near impossible to get dark enough for a night time game. So right now I have it set to 0.30 lux, and I had to use a Shadows, Midtone, and Highlights override to scale down the brightness of the scene immensely. Like… I have the Shadows at 0, and the Midtones at 0.10, no highlights. That’s the only way I can achieve a scene like this. Is this normal? And when I turn down the lux even more, it gets brighter instead of darker.
HDRP VERSION 8.3.1 and Unity Version 2020.1.15f1
Edit: Also is there a way I can have these stars not sit in front of the moon disk?