I’m currently on version 2021.2.0b15
The game involves a split between interior and exterior with plenty of movement between the two on an air ship, the problem is that when inside, looking outside is like standing in front of the sun, here is what it looks like to take a peek through a door/window. Note that this is only when looking at an illuminated object, not at the skybox.

Now for the setup, currently it is as follows
Directional Light @ 100000 lux with shadowmap on
Box Volume Around Ship Setting HDRI Sky Exposure to 0

Removing the exposure setting to 0 causes outside to look normal but causes the interior lighting to be totally washed out
I’ve additionally tried the exposure not overridden to 0, using the default center weighted global exposure with the indirect lighting multiplier set to 0, this causes the skybox to bloom in excess

I have a large ceiling built out of a regular box to ensure none of the issues are caused by light leaks, all my interior lights are set to lumens based on one of the sample HDRP scenes that I am trying to emulate I cannot figure out why the HDRP example scene works and mine does not, I spent a solid 3 hours in the sample scene adding and deleting 1 object at a time and tweaking 1 setting at a time trying to figure out what is causing my issue or how to fix it.
It’s been a few months since I really dealt with this issue but I believe the only lead I got that might have been something was found on this page Redirecting to latest version of com.unity.render-pipelines.high-definition
HDRP uses the ambient Light Probe as the final fallback for indirect diffuse lighting. It affects:
- All Mesh Renderers if there is no Global Illumination computed for the Scene (this applies when Unity has not computed any lightmaps or Light Probes for the Scene)
- Mesh Renderers that have their Light Probe Mode set to Off
- Volumetric fog if the Global Light Probe dimmer is set to a value above 0
I assume the source of my suffering is due to setting exposure to 0, and that I need to have exposure set automatically and I need to NOT have the ambient light probe affecting my interior meshes. The issue is that I do not have global illumination or lightmaps currently because my ships are all procedurally generated, my ships are also all full time rigidbody dynamics that are always moving. I am currently utilizing static batching to assist with performance on the high poly rigidbody ship.
One solution I thought of was looking into serialized lightmaps (assuming my hypothesis is correct with the ambient light probe) so that I can bake lightmaps onto my ships ahead of time which isn’t ideal (will require combining lightmaps of ships that are potentially generated via multiple sections requiring lightmaps to be seamed together).
Any assistance on what options I have to solve this would be much appreciated.



















