Reflection Probe vs. Skybox brightness

With the URP Lit shader (metallic = 0, smoothness 0.5) and environmental reflections enabled I get the following output:

To make things a bit more dynamic I added a Reflection Probe in the scene. At this point I am getting some extremely intense blue fresnel reflections. Since the scene is mostly empty I would expect the reflection probe to create similar results to the skybox. Intensity of the probe is set to 1.0; toggling HDR rendering of the probe doesn’t make much of a difference.

What is going on and how can I tame the blue-ness?

This is because your environment is blue and its reflection is on your model
All you can do is:

  1. Or change the sky texture
  2. Or remove the reflection probe

I understand why the color changes, just not why it changes so drastically, or how to reduce the strength.

Going with #2 I can see in the frame debugger that Unity now uses the sky texture as its reflection source. The texture visually looks the same as the reflection probe but I guess there’s a hidden HDR multiplier or something since one texture barely affects the fresnel reflections, while the other one is overpowering.

Never mind. Turns out artists have been tweaking the material and setting excessively high smoothness values in the alpha channel, while simultaneously dialing down the intensity multiplier for the skybox material. End result is skybox reflections were way too dark and reflection probe reflections were way too bright.

if you want to reduce the fresnel effect in urp you have to modd it. I did this for my self , when I take a look i will let you know how to change that.