I’ve been able to create an actual sky dome that’s only visible at night with a sky atmosphere (using SkyAtmosphereViewLuminance, etc.) but it doesn’t affect the sky lighting, so no matter how bright I make my night sky, my environment is completely dark at night. I have my sky light set to real-time capture, moveable, etc. but still no dice.
I’m using Lumen, and not using ray tracing if that makes any difference.
So, you’ll need to increase the exposure with your post-process volume. But also keep the lighting temperature in mind as well. For simplicity-sake, make sure INFINITE_EXTENT_UNBOUND is TRUE.
I found a solution, I don’t know if it’s the best solution, but it definitely does the job for me. I’ll post it soon.
OP
Increasing my exposure only brightens the areas directly lit by my “moonlight” it does VERY little to the shadows. I’ve tried local exposure, colour grading, global exposure, and the values I must use to lift my shadow colours are so extreme it wrecks everything else.
That is exactly what I asked: how does one replace the total darkness with something else in the skybox; something that I did figure out as I said in my previous post.