Control exposure
To work with physically based lighting and Materials, you need to set up the Scene exposure correctly. The High Definition Render Pipeline (HDRP) includes several methods for calculating exposure to suit most situations. HDRP expresses all exposure values that it uses in EV100.
Use the exposure volume override
Exposure uses the Volume framework, so to enable and modify Exposure properties, you must add an Exposure override to a Volume in your Scene. To add Exposure to a Volume:
- In the Scene or Hierarchy view, select a GameObject that contains a Volume component to view it in the Inspector.
- In the Inspector, go to Add Override and select Exposure.
HDRP applies Exposure correction to any Camera this Volume affects.
API
To access and control this override at runtime, use the Volume scripting API. Because of how the Volume system works, you edit properties in a different way to standard Unity components. There are also other nuances to be aware of too, such as each property has an overrideState. This indicates to the Volume system whether to use the property value you set, or use the default value stored in the Volume Profile. For information on how to use the API correctly, see Volume scripting API.
To learn how to use exposure properties, refer to exposure volume override reference.
Exposure Debug modes
HDRP offers several debug modes to help you to set the correct exposure for your scene. You can activate these in the Debug window. For more information, refer to Debug exposure.