Unity HDRP Lighting way too bright but there is no light source - unity3d

Alright so I spent hours working on a scene in unity HDRP but now the scene is overwhelmingly bright and I've literally deleted the direction light and its still so bright. Spent the last 5 hours trying to find a fix but can't. Can someone please chime in?

Be careful about "Sky and Fog Volume". You seems likely having wrong Sky settings.
Or if you have post-progressing like bloom effect may over-expose.
And please also check your color space "linear", in Player Settings.

You can turn off Sky Reflection in your HDRP settings - How you find it in the project settings.

Related

All Lights disappear when looking in certain directions

We're making VR Scenes in Unity 2019.4.17f1 HDRP and in one of our scenes all our real-time spot lights seem to disappear when looking at certain directions.
Here's a video to show the issue:
https://www.youtube.com/watch?v=2LiDWQW_ui4
I tried my best to search for a solution but I don't know how to fix it.
The number of lights and shadows that are allowed to be on screen are already very high.
All of the spot lights are set to important
there are no flare components on any light or camera.
In every other scene there seems to be no problem with similar lights
The settings are almost identical in every scene so there shouldn't be an issue.
If anyone has any solutions or can suggest things I could try to fix the issue, it would be a great help :)

light goes through walls - Unity HDRP

I'm making a game with realtime lighting in HDRP and i don't know why i have tried so many things but the light just goes through walls and things.
i don't know what is going on.
please help me
if you need more images or things just tell me and i'll give them
Thanks in advance
For me, I got It fixed by enabling shadow map on my Light source.

Unity - Turning off ambient light is not making my scene completely black

I have been looking around for a way to make my scene 100% dark, except for the single light source, and all of my sources mention turning off ambient lighting which I have done.
As you can see, light still permeates my scene.
It appears that only the X axis has been darkened where the Y and Z are still lit by a light source that I don't have. The only light source is the single orange source at the center of my scene. This is extremely frustrating because all help sites say to turn off ambient lighting which I have done, I have not found any other solutions.
I had a directional light that I had forgotten about, rookie mistake

Unity 5 - Lightmapping looks very different than realtime

This is probably a noob question, but I am playing with lightmaps in unity and I am finding that with baked lights and the same lighting settings (intensity etc) the scene looks much darker.
This means that for me to test how it will actually look realtime is not a good indicator and baking every time I change a color or increase light intensity would be an extremely time consuming process.
Is this normal? Is there a good workflow for this that someone can share?
I also have the issue of character which needs to have realtime lights. If I increase the light intensity to compensate for the above, the character appears very bright (as it's using realtime).
Hope this makes sense and somebody can help me out!
Cheers,
You need to think that Lightmapping is a pre setup of the scene in the same way you make any prefab or character with their textures and uvmap, the only difference is that you have prerender in the texture the light and shadows to skip realtime light and shadow calculations.
In addition, you can add some realtime lightning effect without modify your lightmapping and some GI to got your desire illumination in all scene including your characters.

Unity level light and laser seems diffrent after build

I have laser light in my gun.In editor screen everything ok but when i build my game i see diffrent things.One other thing my game lighting is diffrent then editor.Why this is happening ?
Left pic. build Right is in editor.
One of your shaders is not working, that solid magenta replaces missing or broken shaders. You haven't provided enough info to diagnose the problem, however. On which build target(s) does this happen, and is it consistent across all of them? What is the shader you are using on that object?