What is the best way to get "flat" lighting over the entire scene?

I want to remove pitch-black shadows across the entire scene (it’s a dungeon).
Right now I’m just throwing around static shadowless point lights with big attenuation radius and disabled inverse squared faloff. But that’s not a perfect solution, because I’m getting uneven lighting distribution.

The ideal way would be to have some “flat” light with very low intensity that illuminates the whole scene. But I’m not sure how to do that.

I can’t use skylight because I need it to have light coming through lightmass portals.
Directional light with shadows disabled… Well, it’s directional, so some surfaces are darker than the others. So that’s a no-go as well.

What else could I do?

Use a post processing volume and setup min and max brightness. :slight_smile:

You mean exposure? That’s… not a preferable solution.
I only touch exposure in the very end when I’m doing color correction, color grading, and other finishing touches for the scene.

You could try using the ambient cubemap section of the post process volume, it functions sort of similarly to an unshadowed skylight.

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Yeah, that’s exactly what I wanted!
Thanks for the tip @Arkiras !

Really nice approach.
Bookmarking this!!!