Hey, no it’s not possible. We don’t have per-lightlayer mixing controls.
The Indirect Lighting Controller lets you control the indirect lighting for a list of light layers.
Light layers that aren’t ticked in the dropdown below will have their indirect lighting intensity defaulting back to 1.0. And all the ticked items in the list will share the same multipliers.
Out of curiosity, why would you need the exterior multiplier set to 0.5? and not 1? Can’t you achieve a “0.5 look” outdoor by just dimming your ambient lighting?
You can use an environment ambient different than the visual one by feeding your own volume profile to the Lightmapper (also used to compute the global light probe):
The short story answer is - you will not have realtime ambient light scene with dark “caves” that are dark when your camera is in light region. (and vice versa)
Currently every solution is a hack.
For such a feature you would need lightmap and light probes. (but it’s not a realtime)
Or some kind of ray-tracing.
I want to achieve darker shadows outdoor while still having the same highlight intensity. But I guess using post processing would do in this case. Wanted to see what was possible before committing to building out the environment, thanks!
I agree every solution is a hack. Wanted to see the ways to achieve dark interiors without baking because the environment is fully dynamic. I don’t have raytracing available so that’s not an option. I have mentioned H-Trace working as a substitute for ambient light without baking here .
If per-lightlayer mixing controls were available (which isn’t), then I would build out my environment to compensate for that.