Getting accurate color values from shaders in URP

I’m returning a value that I need to be accurate from a shader. I don’t actually care what the graphics end up looking like; I’m doing maths, not art in this case.

I’ve got a shader that returns

fixed4(0.5, 0.25, 0.1, 1);

I would have expected a color of(128,64,26,1), Instead I’m getting (188,137,89). Can anyone suggest what I’m doing wrong?

I’m using URP in 2020.3.19f1. I’ve got a linear color space, I’ve turned off HDR in the camera, I’ve disabled shadows and post processing.

So I sort of figured this out - there’s a built-in colour grading in the URP. The solution is to change the script for the URP or to work around it using render to texture. Depends on your use case.