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Lighting Tests in Unity HDRP with a custom HDRI Sky

My first venture into Unity's HDRP to explore PBR materials, HDRI skies and volumectric lighting.

I started by creating a HDRI by making multiple copies of a Free Asset Skybox texture at different exposures and then using Photoshop's Merge to HDR function to create a 32 bit texture. I then colour balanced it further to get the colour vibrancy I desired.

This was then added to a Unity HDRP project along with a few other free assets including 4K textures for the rocks and sphere. From there it was then a matter of setting up the scene and carefully balancing the HDRI sky, directional light and spot light against the exposure and fog.

Once I was happy with that I added several layers of Post Processing: Bloom, Vignette, Saturation, Colour Curves and Shadows Midtones and Highlights.

Finally, I grabbed Kronnect's HDRP Lens Flares to finish the desired look before animation the camera and the sphere.

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Wild West Lighting and Post FX explortation involved using Poly Perfect's Ultimate Pack (Wild West Scene) and a HDR sky cubemap with slight overcast Lux Values for lighting
- Sunlight: 36000
- HDRI Sky: 11000
- Exposure: 12.35

Post Processing was used to give it a toy model feel and enhance the tan profile of the image to give it more of an appropriate old time aesthetic.

Video Render of Scene

Original and Merged Textures

Original and Merged Textures

Wild West Scene using PolyPerfect Ultimate Pack (WildWest) - Post Fx off

Wild West Scene using PolyPerfect Ultimate Pack (WildWest) - Post Fx off

Wild West Scene using PolyPerfect Ultimate Pack (WildWest) - Post FX On

Wild West Scene using PolyPerfect Ultimate Pack (WildWest) - Post FX On