Make material brighter to match brightness of original texture

Hi, right now Im facing certain problem with materials.
Im aiming for vibrant kind of cartoonish looking visuals. But theres my problem, if I just plug my texture into basecolor input, it´ll make my materials look very dark (my texture isnt exactly dark at all, its just a problem of materials).
I thought I could solve it by pluging the same texture to both basecolor and emissive inputs. And yeah, it looks great, exactly how I wanted, but because its emissive, it glows at night, which isnt really what I wanted.
I tried to solve it by plugging in only basecolor and cranking up its brightness, and now its not that dark anymore, but the material has changed its color, so it doesnt look anymore as my original texture, its definetely brighter, but not that way I wanted, its more like washed out then just the same color but brighter. And it has slightly bluish tint (but that could be easily fixed).

So… is there a way to make material look brighter, other than making the texture more bright?
Maybe by setting it to diferrent shading model or blend mode?

This is how it looks like:

This is how its suppose to look like:

From this point of view, it looks like it just need to crank up brightness a bit… No, this is how it will look like if I do so:
it has totaly diferrent color, like a sort of yellowish beige

(this post is repost of my original post, but this time with more accurate formulations)

I don’t know if this will help, but I have heard it mentioned that turning off cast shadows on the skylight makes scenes look more cartoony.

It looks exactly the same as before

I have actually solved this.
https://forums.unrealengine.com/development-discussion/rendering/1350642-dark-shadows-on-bottom-of-objects