HDPR sprites look grey when the base color is white

I have a UI sprite that is pure white but in HDPR it looks grey. It has the sprites default shader and the base color is FFFFFF yet it looks mid-tone grey in-game and in the scene view.

You can debug the general colour before lighting passes, but the likelihood is the environmental lighting and exposure is why you’re not seeing this. ( Technically also monitor calibration or potentially lack there of)

A simple analogy here is.

If you put a white cube in your home at night with a single light above it.
is it white?

Most likely no.

This is because of the dimmer lighting sources and the colour cast of every around it.

So this could show that you potentially have some exposure tweaking to do in your scene ( if your scene general requires a brightly lit sprite).

In general be sure to know that to be PBR valid, it’s best to work with colour’s between
30-225
Or
50-205
RGBs but that’s something else entirely.

I thought that the sprites- default shader wasn’t affected by lighting, and I also tried s=changing the shader to HDPR/Unlit and it is still the same color. Also, if I increase the exposure in the global volume the sprite doesn’t change color at all, it is still grey.

That is an interesting one.

I’ll see if I can test this today.
The sprites should be taking in both Environment and directional lighting for sure, but the latter still would have to be set up to work with orthogonal perspective for sure.

In terms of your project set up, I’m assuming your sprite is srgb and project is linear as default, just incase there’s a change there that you may not have accounted for.