HDR (High Dynamic Range / High Dynamic Range) is a technical term that is extremely important in the rendering and optimization (technical art) of game graphics. Explanation of the technology that uses the GPU to calculate an infinite brightness (light energy value) range that exceeds the limits of traditional displays (0 to 1) and simulates the realistic glow of the dazzling sun and ultra-high brightness effects.
Real-world analogy: Freeing the meter to stop measuring light intensity with a ``narrow meter from 0 to 255 (LDR)'' and switch to a physical ``infinite energy counter (HDR)
HDR is the release of an energy meter that completely removes the upper limit on the brightness of light and stores the sun's ``intense flash with a brightness of 10,000'' and the barrier's ``beam with a brightness of 50'' in the GPU as raw physical values.'' A normal monitor (LDR) can only display brightness up to 1.0 (pure white), but by storing the raw and intense values with HDR, you can later use post-processing to display beautiful light leakage (Bloom) is displayed on the monitor by blurring it, making it possible to reproduce the dazzle of real light.
Illustration: HDR (High Dynamic Range / Infographic that clearly illustrates the basic processing flow and mechanism of high dynamic range) in Japanese.
Detailed mechanism and operating principle
Turn on the URP settings asset to be used and the camera's "HDR" checkbox, maintain the brightness value of each pixel as a "real energy value" of 1.0 or more, and then select "post processing href="/article/term-bloom">Bloom".