I’m running into a very strange issue where some objects in my scene are appearing much brighter than they should, even though they share a shader with other objects that appear just fine. I have even tried making them use the same material and they are always too bright. Below is a screenshot of my scene without any lights enabled at all (the only lighting is from the ambient light, which is set to a value of 0.1). As you can see the fence and barrel objects appear as though they are fully lit, but everything else in the scene appears dark. I have also attached a screenshot of the properties of the fence object. Does anyone have any idea what might be causing this discrepancy?
The problem I was having was twofold, thanks to zach.r.d for helping me with one of them. One of the issues was bad normals on the meshes, causing them to appear over brightened. I fixed this by going to the import settings on the model and changing “Normals” to “Calculate” instead of “Import”. That caused them to appear correctly initially, however they were still not being affected by changes to the ambient light. This issue resulted from having a mix of objects that were generated in code and objects that were present in the scene from the start and marked as static. Baked GI was enabled which caused the static objects to have their lighting precomputed and baked in, thus not responding to changes in the ambient light. Disabling Baked GI and recalculating the normals resulted in consistent lighting across all objects.