I've been trying to use a HDRP Lit Shader material to create an intense lighting effect in a dark environment.

I'm using a texture as an emission mask which is simply a 16x16 black png split into quadrants by blue borders.

When the emission intensity is greater than 1, the emission becomes more purple than blue.

Blue glow appears purple

This is how I've configured the material

Material configuration

I'm brand new to HDRP so if anyone could shed some light into this then that would be appreciated. When I was using the unity default renderer with 2 overlapping materials it was looking fine but I was looking into doing this with shader graphs so thought it might be worth upgrading to HDRP while I was at it

  • \$\begingroup\$ Can you show us the RGB values of the blue you're using? \$\endgroup\$
    – DMGregory
    May 23, 2022 at 22:51
  • \$\begingroup\$ @DMGregory it's just RGBA (0,0,255,255). The texture I made is 0,0,255,255 on the blue borders too \$\endgroup\$ May 23, 2022 at 22:58
  • \$\begingroup\$ I've just created a new project from the HDRP template. It doesn't happen there. I had used the HDRP Wizard to add HDRP to the project. I'm wondering if something went wrong there \$\endgroup\$ May 23, 2022 at 23:24
  • \$\begingroup\$ Could be there's some colour grading or other post-processing set up with the wizard. Try investigating those settings. \$\endgroup\$
    – DMGregory
    May 23, 2022 at 23:25

1 Answer 1


In the sky and fog volume object, add an exposure override if it doesn't already exist. In the exposure override, set sane min and max limits and mode to automatic histogram.

Exposure config

Hope this helps anyone else who comes across this.

  • \$\begingroup\$ Neat! What were the previous settings that broke it, for comparison? (You could add those to your question if you like) \$\endgroup\$
    – DMGregory
    May 24, 2022 at 0:54

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