Great thoughts, thanks, love conversations like this. I'm at a loss how to achieve fast tone mapping in-shader with URP. URP just doesn't expose their lighting in a place where I can grab that final pixel before it is rendered. What happens is you write how your pixel looks, but then they mix that with their lighting somewhere else, outside of shadergraph land. Shadergraph isn't even the slow part, bandwidth is as you know). I would love to know how to grab that pixel in URP to process it. I guess the framebuffer technique you're talking about means I don't need to worry where Unity does their own lighting? Are you saying your technique is possible in URP as well? If so then please educate me as I would love that. My lights are URP lights at the moment and tend to blow out pretty badly as you imagine. If I can avoid that, it'll make lighting the game considerably easier. Alternatively I could go unlit, and do all the lighting myself but that's just a bit much for one guy I think., on top of all the other jobs to do.