Viewport extremely overexposed and colorful – looks fine in Unlit mode

Hi everyone,

I’m having a strange issue in my project. When I view my scene in Lit mode, everything is extremely bright and colorful (almost glowing with lots of strange color artifacts). However, when I switch to Unlit mode, everything looks fine and I can clearly see my meshes.

I attached two screenshots:

  1. The broken view (Lit) – everything looks overexposed and rainbow-like.

  2. The correct view (Unlit) – geometry and meshes are fine.

Does anyone know what could cause this? Could this be related to Project Settings (e.g. exposure, tonemapper, post process, Lumen settings)? Or is it more likely an issue with lights or materials?

I’d appreciate any hints on how to fix this, because right now it’s impossible to work in Lit mode.

Thanks in advance!

1 Like

Hey @3DClassicCars!

Holy Chuck Entertainment Cheese, Batman! I’m not a lighting expert but I think I can help you with troubleshooting, at least. This looks like torture.

Can you post your World Outliner list? To start we need to figure out what item in the list is causing this. Alternatively, you can go down the list and click the eyeball on the left side when you hover over it to turn visibility on/off. Then, when this stops, you know exactly what actor is causing the problem. From there you can go deeper. :slight_smile:

Hope that helps, get back to us!

I already tried disabling all light sources in the Outliner, but that didn’t solve the issue — the scene just turned completely dark, and of course the overexposed rainbow effect was gone.

The strange thing is that this problem appears across different levels and maps, not just in one scene. That makes me think it might be something in the Project Settings or some kind of global rendering/post process setting.

Is there a way to quickly check if something in the Project Settings (exposure, tonemapper, Lumen, etc.) could be causing this? Or any recommended settings I should reset/verify to rule this out?

Thanks again for pointing me in the right direction!

Well the light sources themselves are almost certainly not the culprit- this looks to be something like a Post-Processing Effect (which would then go deeper into a material possibly).

Try creating a brand new, blank level. Drop a cube and a directional light- nothing else.

If this still happens it’ll be something in the Project Settings, but tbh the chances of you accidentally having caused this through project settings is pretty low.

I did some more testing and it seems the issue is directly related to the HDRI Backdrop.

I tried multiple HDRI Backdrops in different levels with different maps, and the result is always the same:

  • When the HDRI Backdrop is enabled, I get the strange overexposed and colorful look.

  • As soon as I disable or remove the HDRI Backdrop, the problem disappears immediately.

So it doesn’t seem to be tied to a specific HDRI map, but to the Backdrop setup itself.

Apparently the HDRI backdrop features are great, but reviews say it’s pretty finnicky. It works great until it doesn’t. Check out this thread entry here- they have some default settings you can attempt setting it to.

That being said, you don’t NEED an HDRI backdrop… But it could mean something is wrong with the skysphere.

Also, just for good measure, maybe try a validation check of your engine version with the launcher! It could be a corrupted file that’s not corrupted enough to cause a crash, but enough to cause a bug.

Thanks a lot for your help! :folded_hands: I’ll go through the post again and try adjusting the settings as suggested. I’ll give an update later on whether it worked, but I really appreciate your support already.

Probably not helpful now… but this is a “revert everything in the versioning system” issue for sure. :grinning_face: