diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDAdditionalLightData.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDAdditionalLightData.cs
index ad16fb3c746..17815178e4d 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDAdditionalLightData.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDAdditionalLightData.cs
@@ -51,7 +51,7 @@ public static BoolScalableSetting UseContactShadow(HDRenderPipelineAsset hdrp) =
///
/// The default intensity value for directional lights in Lux
///
- public const float k_DefaultDirectionalLightIntensity = 100000; // In lux
+ public const float k_DefaultDirectionalLightIntensity = Mathf.PI; // In lux
///
/// The default intensity value for punctual lights in Lumen
///
@@ -1986,7 +1986,7 @@ internal void ReserveShadowMap(Camera camera, HDShadowManager shadowManager, HDS
// ease out and invert the curve, give more importance to closer distances
distance01 = 1.0f - Mathf.Pow(distance01, 2);
- // normalized ratio between light range and distance
+ // normalized ratio between light range and distance
float range01 = Mathf.Clamp01(visibleLight.range / Vector3.Distance(camera.transform.position, visibleLight.GetPosition()));
float scaleFactor01 = Mathf.Max(distance01, range01);
@@ -2611,7 +2611,7 @@ public static void InitDefaultHDAdditionalLightData(HDAdditionalLightData lightD
{
case HDLightType.Directional:
lightData.lightUnit = LightUnit.Lux;
- lightData.intensity = k_DefaultDirectionalLightIntensity;
+ lightData.intensity = k_DefaultDirectionalLightIntensity / Mathf.PI * 100000.0f; // Change back to just k_DefaultDirectionalLightIntensity on 11.0.0 (can't change constant as it's a breaking change)
break;
case HDLightType.Area: // Rectangle by default when light is created
switch (lightData.areaLightShape)