Disable automatic Exposure Compensation in Ultra Dynamic Sky

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By default UDS has that dreadful auto exposure enabled. While nice for gameplay, it always gets in the way for cinematic lighting. This is also known as eye adaptation, and it’s easily fixed with a post process volume, just not when using UDS by default.

This is because UDS has a post process system built-in and it’s quite flexible, but also overly complex and not something I really have time for right now. I keep forgetting where that setting so I can disable it, so here it is (with Ultra Dynamic Sky selected):

When enabled, UDS will override any Post Process volumes in your level and take care of exposure settings, including auto exposure. This can be changed under Exposure Metering Mode, however there’s no simple numeric value to adjust the exposure with that. Instead we have pick any of the included Float Curves, or create our own.

Alternatively, if we find UDS is already hopelessly cluttered to the brink and overly complex to deal with for a super simple override, we can DISABLE the exposure settings altogether and let a good old fashioned post process volume handle it all.

To do that, just disable the tick box shown in my screenshot, add a Post Process volume to the scene, set it to Infinite Extent and work as you’re used to.

Because sometimes less is just so much more.



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