#Grabbing the final RT after post processing

1 messages · Page 1 of 1 (latest)

plain cave
#

So in HDRP 14 (Unity 2022 LTS) I am trying to get the RTHandle that comes after all of the Post Processing is composited.

I wrote a custom pass that runs AfterPostProcess but the texture I end up writing to disk ends up appearing much darker than what's shown on screen.

Are there any pointers on how I can grab the finalBlit (the SRGB texture)?

plain cave
#

Nevermind figured out my issue. The color space was in linear despite me wanting work in gamma

#

So my final blit I end up conditionally converting linear back to gamma

somber turret
#

One is in UNORM format, and the other is SRGB, that's probably why there is a difference. Did you try changing your target format ?

plain cave
#

Oh hey, yup I did

#

ultimately I didn't realize I was working in a different color space