HDRP with no fog results in a regular material that is blindingly bright

Hey I tried disabling fog in an empty scene with a single cube in the center with a default new material, and as soon as the cube is visible on camera is becomes blindingly bright.

Am I doing something wrong?

[EDIT]

Forgot to mention I’m using 2019.3.0f5, with the latest HDRP 7.1.8

I think it’s not fog, but (overexposed) bloom. Newly created scenes do not have configured environment, exposure, skybox… By default, but the bloom effect is on (?) - override(s) must be done (Volume). I also started with an empty scene and it looked like this.

https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@5.3/manual/Volume-Components.html

Thanks for the reply @fuzzy3d .

In general do you know if there is anyway to keep bloom in check without enabling fog? or is that simply a requirement for HDRP to give sensible results?

To me it kinda feels like a bug?

Hi,
We advice to always create a new scene either from the template or from the HDRP wizard so it is properly configure.
We have default settings with default volume profile when you create a scene in this case:
https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@7.1/manual/Default-Settings-Window.html
you are free to provide your own default profile.
Then you can use volumes in scene to override those default settings, you can disable/enable any effects at the granularity of volume component.
https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@7.1/manual/Volumes.html

Thank you @SebLagarde . I will experiment with that later today.