

Unlit materials do not respond to lighting changes, so it is standard practice to use an Unlit material for user interfaces. Usable user interfaces depend on accurate Paper White values For this reason, it is best practice to implement a calibration menu for your application. This is because displays apply extra processing to low dynamic range content that bumps its brightness levels up. Note: Low Dynamic Range (LDR) and High Dynamic Range (HDR) content do not appear equally bright on displays with the same Paper White value. Paper White value: This value represents the brightness of a paper-white surface represented on the display, which determines the display's brightness overall.To properly make use of the capabilities of HDR displays, your Tonemapping configuration must take into account the capabilities of the target display, specifically these three values (in nits): In order to configure these settings effectively, you need to understand how certain values related to tone mapping determine the visual characteristics of your HDR output. HDR tone mapping in URPĪfter you enable Allow HDR Display Output, you must configure Tonemapping settings for your HDR input. Note: If HDR Output is active, the grading mode falls back to HDR, even if there is a different Color Grading Mode active in the URP Asset. However, if you switch to a URP Asset that does not have HDR enabled, URP disables HDR Output until you change to a URP Asset with HDR enabled. Next, navigate to Edit > Project Settings > Player > Other Settings and enable Allow HDR Display Output.Navigate to Quality > HDR and enable the checkbox to enable HDR.Locate the URP Asset in the Project window under Assets > Settings.To activate HDR output, follow these steps. URP can output HDR content for displays which support that functionality. High Dynamic Range content has a wider color gamut and greater luminosity range than standard definition content.
