Fixing buildings that turned pitch black when facing the moon at night
At night, building faces turned away from the moonlight looked almost black when I faced the moon. After comparing three options, I added 1.25× ambient light and a 0.12 fill moonlight from the opposite side (W3) to the night preset, leaving the day and character brightness alone.
After adding the bright moonlit night (V1) in 144, I was walking around the village and the buildings on the side the moonlight didn't reach came out way too dark. I was on the northeast hill looking southwest, and the moon was in the southwest sky too. So facing the moon, every building face in view was backlit.
I wanted the roof and wall colors to show even on faces turned away from the moonlight. But I decided not to touch the daytime look or the character brightness (C3).
What I built
Now the backlit buildings show their roof colors, timber patterns and walls. On the side that catches moonlight, like the plaza, only the shaded walls got slightly brighter.
I raised the night ambient light by 1.25× (the middle value went from (0.10, 0.13, 0.22) → (0.125, 0.1625, 0.275)). Then I added a fill moonlight shining from the northeast sky, opposite the moon. It's a pale blue (0.55, 0.65, 0.95), intensity 0.12, no shadows. The fill light is also a preset entry, so it transitions along with the time of day. Its day value is 0, so it's off during the day and comes on at 0.12 at night.
I captured the three options with temporary values from the same viewpoint. I even matched the camera and player positions, so the house occlusion handling was under the same conditions too.
Things I thought about
- W1: ambient light 1.5×. The backlit faces were still dark, and the moonlit side got evenly brighter all over, which looked flat.
- W2: opposite fill moonlight at 0.2. This brought out the wall and roof colors on the backlit faces the best.
- W3: ambient light 1.25× + fill 0.12. Halfway between the two. I went with W3. W2 wasn't bad either.
- The fill light doesn't reach the character. Its rendering layer is set to Default only. URP reads the value from the additional light data, so I set it in both places. Night character brightness is unchanged.
- The fill light is always weaker than the moonlight (0.5). The scene has no main light assigned, so URP picks the brightest directional light as the main light.
Rabbit hole: backlit faces were nearly black
Backlit faces only get ambient light. But night ambient light is about 1/4 of daytime, and moonlight is roughly 0.3–0.45× of sunlight, so the shaded faces sank much deeper than during the day. I fixed it by putting the W3 values above into the night preset.
Next up
- If I want it brighter, raise the fill light intensity in the night preset (W2 was 0.2) or the ambient light

