I know that I can create a HDR color by multiplying a base color by the brightness factor like that:
float brightnessFactor = 3f;
Color hdrColor = Color.red * brightnessFactor;
And, then, set this HDR color as emission in the standard shader like that:
material.SetColor("_EmissionColor", hdrColor);
But, if I get the emission color from the shader, how can I know the brightness value that was used to create the HDR color?
var hdrEmissionColor = material.GetColor("_EmissionColor");
var baseEmissionColor = ???
What I really want to know is how to get, by code, the brightness set on the HDR color dialog box in the editor.