Why are my Directional Light settings not showing/reflected in the final build?

I may have the answer. I have been struggling with this exact same thing so I played around with ALL the different settings, one by one, then in pairs, then in triplicate… you get the idea. Here are some settings I found that actually look OK (for me anyways, I’m not trying to be too fancy… was just hoping to help.) Please let me know if this helps. So many people in this community have helped me, it would be good to know that I can actually help someone else.

First, in your Global Post Process (GPP) look for Auto Exposure. I found that setting Min Brightness to 0.25 and Max Brightness to 0.75 that the “eye adjustment” of going from light to dark was squeezed WAY down and helped a LOT. I think that this eye adjustment setting is what was causing 50% of the problem by making the minimum brightness somewhere around 2? Can’t quite recall now.

Next, check your GPP - Global Illumination settings. I have mine set now to a white color, and the Indirect Lighting Intensity to 1.25. Default is one so if you want REALLY dark, try 0.75 or even a little lower. Depends on just how dark you want your dark.

Then, in your GPP - Ambient Cubemap, I checked intensity to on with a value of 0.5 (no texture).

Next, in GPP - Light Propagation Volume, set Secondary Occlusion Intensity to around 0.25, and the Secondary Bounce Intensity to 1.0.

Then check your actual Directional Light Object (I re-named mine to SunObject so that I knew what the hell it was). I tuned the Intensity to 1.176 (or there about). Also, tune the Indirect Lighting Intensity to 0.1 for good measure.

I don’t know if this will work for you, but it sure looks great in my build. I am going for a more “gritty” lighting style where night is dark and scary, and daytime feels heavy and saturated, so these settings slay it for me. Would be very curious to know if this works for you.

1 Like