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Regarding light scattering > there is of course light scattering in renderer, otherwise PBR rendering would not work at all. We use environment probe rendered from position of camera (essentially cube map of your surrounding), which is then used for illuminating glossy and metallic surfaces.
I think that the purpose of this adaptation in SE isn't a simulation of eye adaptation to high brightness or low brightness environment, but that it is rather a cheap simulation of light scattering and reflection by SE. SE doesn't really simulate rayleigh scattering of light in atmosphere or the light reflecting from surrounding items, it increases the overal ambient when it has enough bright surfaces around instead. It's a cheap and unreliable method.
The problem is, that if you suppress it, you get black shadows everywhere, including on planets, because there is no other atmosheric light scattering in SE that would illuminate the shadows.
You can see the suppressed adaptation in the Black Shadows mod:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=761228249