Do you have any idea why the vfx graph is seen differently in the scene and the camera. Namely the brightness in the in-game camera is dependent on the distance from the vfx graph, while in the scene it is not. The vfx graph is additive so with a lot of particles it affects the look a lot Quad output, additive, culling of, indirect draw. Forward renderer URP
What if you disable post processing on the scene, is it the same or different?