Is it true? I can not find any document about this. From Tier Settings, I selected FP16 HDR Mode, but Frame Debug told me the _CameraColorTexture format was still B10G11R11_UFloatPack32. I tried to build windows and Android player, the FP16 mode will changed to R11G11B10 automatically, it’s a limiation of URP?
Explicitly - nope.
There is some logic in URP that might give you fp16 framebuffer, but I couldn’t get it to work.
I actually don’t have those options anymore. Did they actually go away?
The only HDR related checkbox that I can find on URP is the asset itself (the one that has a list of renderers and lights and shadows settings) with an HDR checkbox on it.
Is this only ‘back buffer’ HDR setting? Render targets I can create them on my own (via Default or Default HDR enums).
Since this is the only post related to the issue when you search on Google I’m going to leave this here: [URP-220] Add URP backbuffer HDR format options by eh-unity · Pull Request #6728 · Unity-Technologies/Graphics · GitHub
It shows that they are adding the feature “soon” (they committed it to master 2 months ago but we are still waiting for… something? from master to a Unity build there is an invisible time-gap of stuff)
I was trying to figure out why I have this visual artifact. This seems to be it. I guess I just have to wait that it gets released now.
The pull request says that it fixes the artifact at the cost of performance. I know it will be easy to test when it’s out, but in the meanwhile, any idea what kind of performance this fix may cost?