I’m having issue with some of my materials, essentially I need to use a bright-light in my scene as a sunlight, but my colours are being severely washed out by it, and changing the hue and saturation of the textures is only going to end up giving me a non-realistic result. Changing the textures is really NOT an option, I need to tweak some part of the scene or the post-process to bring this out.
I’ve tried a bunch of changes to the textures import settings, such as using Vector Displacement Map (for the best quality possible) and playing with SRGB, but to no avail. Even got rid of mip-maps incase that was the issue, but it’s not. Here is my Earth texture inside the texture viewer (well, a small part of it anyway). Notice how much more dynamic range there is between the colours in the texture, and those in the scene. Even if I reduce the lights’ intensity, the colours still get washed out.
And here is another example, my Milky Way texture, and the corresponding view in the viewport… all the clarity and dynamic range is lost completely. Something’s being crushed somewhere… This is also an UNLIT material.
I’ve fiddled with Post-Process settings as much as possible. Here are my current ones, but I’m still not getting the colour information I’m looking for. Is there an easy way to sort this out, or a way I can get a better result? I’ve tweaked the settings as much as I can already…