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Question WCG Display P3 on iOS: How?

Discussion in 'General Graphics' started by Ascanio1980, Oct 20, 2021.

  1. Ascanio1980

    Ascanio1980

    Joined:
    Jun 7, 2019
    Posts:
    51
    I am trying to build an iOS app that will use the full Display P3 color space of a 5th gen iPad Pro screen.
    So far I have failed.
    Created an RGB16 image in photoshop with P3 profile embedded, saved as PNG, imported texture as Sprite and set RGBA16, 24 and 32.
    Built and rebuilt the app. There is no way the dang thing will render appropriately.

    I have set HDR on for all quality tiers.

    any clues as to how to get the thing to use full color brightness??
     
  2. gwyrwasEICC

    gwyrwasEICC

    Joined:
    Mar 1, 2021
    Posts:
    19
    At the moment the only way to get native HDR output from unity is by using the built in render pipeline however it will be coming to HDRP at some point in the future. If I'm remembering correctly the HDR setting in quality only affects how frames are rendered internally and doesn't change how they are sent to the display. If you are using BiRP there is an API that you can access that allows you to specify how HDR frames are presented on compatible displays. You can read more about it here: https://docs.unity3d.com/ScriptReference/HDROutputSettings.html
     
  3. Ascanio1980

    Ascanio1980

    Joined:
    Jun 7, 2019
    Posts:
    51
    Hi gwyrwasEICC,

    sorry for the late reply I only saw your response today!! Thanks for that, I will look into it!
     
    gwyrwasEICC likes this.
  4. AcidArrow

    AcidArrow

    Joined:
    May 20, 2010
    Posts:
    11,001
    Are you sure this is the intended way for iOS?

    HDRPOutputSettings.main.available returns false on my iPhone 13 Pro Max.

    @Ascanio1980 have you made any progress on this? I'm looking into using DisplayP3 myself. The problem is I am doing all sorts of post processing in LDR / SRGB, so for the time being I was hoping for some sort of dumb remapping of SRGB to DisplayP3, which I though is what HDROutputSettings.automaticHDRTonemapping is supposed to do, but I cannot get it to work.
     
  5. gwyrwasEICC

    gwyrwasEICC

    Joined:
    Mar 1, 2021
    Posts:
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    Do you have DisplayP3 set in your color gamut setting in the "Other Settings" section your build settings? If you already do have that set it could be a bug preventing HDR from being available as Unity's own iOS documentation says "When targeting recent iOS devices with wide color gamut displays, use DisplayP3 to utilize full display capabilities."