I am developing a project that generates synthetic training data for a YOLOv8 detection model for my master-thesis. To achieve “predictable” Lighting I use two directional light sources. I use a PostProcessingVolume to set the Minimum and Maximum Exposure to 1.0 so I can make the frame as bright or dark as I want.
Right now, when the Intensity of the light is set to 1.0 lux the Scene appears to be like the scene I created in Blender, meaning it does not appear to be lighter or darker than the basic model.
My suspicion is that this behavior is to be expected and the Light Equation of the fragment shader now looks something like this:
#glsl
color = MaterialColor * LightColor * lux;
Unfortunately, I can’t find any “quotable” sources for my suspicion so I was hoping someone can point me in the right direction of maybe tell me where I am wrong.
Thanks in advance.