The current RTR StackLit clearcoat approximation seems to use the Sky instead of Reflection Probe for the base layer lighting hierarchy, which results in bright materials in the dark.
What I’ve tried
Lighting & reflection probes baked with the lights disabled
Switching the ambient mode from static to dynamic did not make a difference
Increasing the light cluster range did not make a difference
Switching RTR fallback hierarchy settings did not make a difference
Switching between RTR performance/quality did not make a difference
Increasing RTR bounces from 1 to 2 did not make a difference
Disabling “Dual Specular Lobe” did not make a difference
Disabling “Coat” on the material looks correct, as expected
Increasing the HDRI Sky exposure, makes the problem worse
Further testing
Recently, PR #6107 and #6103 by slunity changed the behavior of StackLit clearcoat + RTR. To make sure this is not a newly introduced regression, I checked out on commit df37bc5415b3deee5c6bacaf6ecf2dc2077c69e0 (November 22) before those PRs were merged, and the issue was already present there.
I created a new 2022.1 project for the bug report and noticed the issue wasn’t present there, so I went back to investigating a little more. (issue is present in an older project)
I recreated the lighting settings, HDRP asset and global settings in that project and wasn’t able to reproduce it anymore. I think this can be closed for now as it doesn’t seem to be related to the package/shaders.