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Ultra Realistic Pbr Pack Shaders Wiki › Guides › Configure Sky and Dimension Lighting for Balanced Visibility

Configure Sky and Dimension Lighting for Balanced Visibility

Accessing Lighting Controls

The shader pack's filmic color grading system balances bright skies with dark caves. Open the shader configuration menu and find lighting or tone mapping options.

Adjusting Brightness and Contrast

1. Look for Exposure or Brightness sliders

2. Increase exposure if caves feel too dark and you can't see details

3. Decrease it if the sky washes out or bright areas lose detail

4. Adjust Contrast to enhance the difference between light and shadow

Dimension-Specific Settings

The End dimension displays Earth in the sky, which can affect overall brightness perception. If the Earth model makes the sky too bright:

1. Check for sky brightness or celestial object intensity controls

2. Reduce the value to dim the Earth without affecting block lighting

3. Test in the Nether and Overworld to ensure changes don't over-darken those dimensions

Testing Your Changes

Visit caves, open areas, and different dimensions. Balanced settings should let you see block details in shadows while preserving bright highlights without glare.