I work for a display manufacturer and there is a demand in our products. It is to store some description information in the first line of the framebuffer as a line of information. After the second line, the normal rendered color, which is the RGB information for each pixel. But when I use URP and HDRP, if the color space I use is linear space, when I append the information line in the post-processing and put the result into the framebuffer, Unity will Gamma correct the data of the first line, resulting in data errors, and the display side receives the wrong information data. Is there any way to turn off the last step in linear mode to avoid performing gamma correction when writing to the framebuffer.