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Question by KristofferH · Mar 27, 2017 at 05:55 PM · global illuminationforward renderingexposure

How to control brightness of interior scene lit by sunshine through window

I've been having some problems with typical architectural visualisations of interior scene where the only light source is the sun shining in through the windows (without a mesh as glass, just a opening in the wall), they get way to dark. When doing this kind of work with on offline renderer such as V-Ray it is very simple and straight forward; just add the sun and sky and use en exposure control (tone mapper) on the camera. When using Deferred Shading and the new Post-processing script (from GitHub) with the camera in HDR mode I can get this workflow to work, except I get some weird lighting artefacts on my walls sometimes. However when using Forward Rendering for targeting mobile, VR and WebGL, you can't use the camera in HDR mode because then the MSAA (anti-aliasing) doesn't work, and I need that for AA in VR where post-effect AA doesn't work (like FXAA or Temporal AA). And without HDR rendering from the camera the tone mappar doesn't work, I tried both the old Image Effects as well as the new Post-processing from GitHub, I either get a warning that tone mapping doesn't work when not in HDR mode or I get very strange results and "ugly pixels" on screen, so to speak.

So how do you fix this in Forward Rendering in Unity? There are a lot of "indirect intensity" and "bounce boost" settings all over the place; on light sources, on reflection probes, and in multiple places for GI setting in the Lighting window. Brightening up my interior this way requires a lot of fiddling with all these parameters back and forth all the while having to re-bake the light maps in order to see the result. And also, what happens when I walk outside of the building, then the exterior will be over bright, since the Eye Adaption feature is only available in the tone mappers. So how does one work with exposure and indirect brightness for interiors on mobile and VR?

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