Post Process Volume:
Exposure: 3
Post prcess volume setting, tick Enable
White balance, match with height Fog temperature
Lumen Global Illumination, tick Final Gather Quality, set 4 (reduce it cause noise)
Directional light:
make the desired rotation/direction
Exponential Height Fog:
Volumetric Fog, tick it
Volumertric Scattering: 100 (good for indoor but too bright in outdoor)
Use Temperature: 4500 in this example
Emissive light:
Create a material and open it →Color picker, set V as 10 (1 is default, not shinny enough)
For this case the emiision is blue, add directional point light and set in Details:
→
light color as blue
Source radius: 5 (for softer shadow)
If any mesh/object looks too dark (coz of its material) not affected much by the light, change the mesh’s and the lights surrounding the mes: lighting channel in Details:
For character, changing light channel may not be enough, coz the indrect light affects the whole world
Solution: in the indirect light illuminate on the character: adjust the Specular Scale