In Unreal Engine version 5.6, when using forward shading transparency rendering, the brightness is noticeably brighter compared to deferred rendering. We used Cloth ShadingModel and, after some searching, added `if (GBuffer.ShadingModelID == SHADINGMODELID_CLOTH){Color /= View.PreExposure;}` to the `GetForwardDirectLightingSplit` function in the forward rendering section of the `BasePassPixelShader.usf` file, hoping to alleviate this brightness issue. Why is this happening? However, this solution still results in slightly darker areas appearing too dark after correction. Why is this? What official solutions are currently available?
