Camera passthrough weird colors when URP Post Processing Grading Mode is on High Dynamic Range

Include the following details while filing a bug report (edit as applicable):

  • Issue category: ARDK
  • Device type & OS version: Android 12
  • Host machine & OS version: Windows 10
  • Issue Environment : On Device
  • ARDK version: 1.3
  • Unity version: 2021.3.0f1

Bug reproduction steps:
Make URP ARDK scene
Enable post processing and bloom
In the URP asset put Grading Mode to HDR

Made a previous post thinking it was the post processing itself, but found out it is color grading:

Using the shaders from:

I know the camera feed is SDR, but post processing should not be able to mess this up this much

Hey Dylan,

Could you send us any more information you might have? Specifically, some screenshots would be great. I would like to see what you are seeing. Even a video would work. Also have there been any changes in your code at all? Please let us know so we can assist you further.

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Here are 2 images comparing both post processing grading mode. There is no actual post processing applied, it’s just enabled on the camera with an empty volume.
I changed no code related to rendering.
My device is a Sony Xperia 1 II

If you need any more info let me know

Here is a project with the bug active for me (color grading on HDR)

@Dylan_Smit thank you! We’re following up on this internally.

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