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The reason you don't see an HDR color picker is because the shader property needs to have an [HDR] property on it to display the HDR picker. In that specific sprite shader in your example, the shader property doesn't expose HDR colors and that's by design. You can create custom shaders and expose HDR picker in any color property. On the issue that you get unexpected results when enabling HDR in your monitor, we are aware of this issue and we are adding support to HDR Output in URP in 2022.2. This issue cannot be properly fixed without supporting HDR Output in the render pipeline stack. The progress on our HDR Display support can be followed in our public roadmap. https://portal.productboard.com/unity/1-unity-platform-rendering-visual-effects/tabs/3-universal-render-pipeline
Reproduction steps:
Expected result: The square has a bloom effect
Actual result: The square does not have a bloom effect
Reproducible with: 10.9.0 (2020.3.37f1), 12.1.7 (2021.3.7f1), 13.1.8 (2022.1.12f1), 14.0.3 (2022.2.0b3), 15.0.0 (2023.1.0a4)
Reproduced on: Windows 10
Note: The bug could be reproduced in HDRP and URP. To successfully reproduce the issue tested monitor should be HDR capable and HDR enabled in the settings of the tested OS (on Windows this could be found in the display settings). URP and HDRP versions are identical for each editor version.
Edit from Seb from original description: The issue is URP only and don't happen on HDRP. It looks like the users try to get URP bloom working when there is a HDR monitor. If I get it correctly, it could still mean there is something weird, as connecting a HDR monitor even if HDR isn't supported on URP should fallback on a LDR rendering and still have a bloom effect. So maybe it is the real source of the complain?
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