How to make the lighting effects in visionOS the same as in the editor?

I have done the following steps, but the difference between the Editor and the visionOS is still significant. How can I reduce this discrepancy?

  1. Use pbr materials for all scene materials
  2. Change the scene environment ambient light to pure white and remove skybox
  3. Set dynamic light and ignore static scenes objects
  4. Enable “Image Based, Dynamic Lights, and Shadows”

I also tried to bake the complete color map through 3dmax and then use the lit material in unity;
I also tried to bake in the unity editor and use the shadergraph material with “PolySpatial Lighting Node”;

None of these attempts have resulted in lighting effects in the visionOS that are similar to those in the editor.
If we use subjective scores, in the editor is 90 points, and in the visionOS are only about 70 points.

As far as I understand, it is because the rendering engines are different and do not support post-processing effects, so the desired effect must be achieved in one go through direct rendering or pre-baking. But now the final display effect in the device is completely uncontrollable. How can we make the entire production process smoother and the visual effect more controllable?

I am not a qualified TA technician, if anyone knows how to arrange this production process I would be very grateful.

The only way to make the lighting exactly the same in visionOS builds as it looks in the Unity editor is to use shader graphs with Unlit targets (so that they don’t include visionOS image-based or dynamic lighting) and use the PolySpatial Lighting node (avoiding features that it doesn’t support, like dynamic shadows). Or use Metal mode, which uses the Unity renderer for visionOS builds (but has some limitations, such as lack of dynamic foveation and gaze-based hover).

Most MR RealityKit apps tend to want visionOS lighting, because that incorporates the actual lights/reflections of the real world scene. But visionOS’s lighting is entirely handled by RealityKit, and thus it can’t be reproduced in the Unity editor.