Another way to disable tonemapping

I’ve used it in the past in non-Post Process materials to have an emissive material that adjusts with the auto-exposure. Super useful for gameplay FX that should be visible at all times. But yeah, it’s not working for me in a Post-Process Material and I haven’t looked into it too much.

Exposure is usually done before tonemapping, so it’s possible when replacing the tonemapper that it’s not available? I haven’t tried it in a “Before Tonemapping” material yet, but that could be a start to know for sure. Or maybe it’s just not available in the Post-Process shader.

Well the documentation itself states to use it in a PP material set to replace the tonemapper, exactly to do that - your own tonemapper

Thank you, it works, exactly what I am looking for. Oh, it has been 3 years since this post, but it still works.

I will add a comment with pictures of implementing the stated above with little tweaks:
Step 1: Create postprocess volume:

Step 2: Assign postprocess material:

Step 3: Change Material Domain to Post Process and Blendable Location to Replacing the Tonemapper:

Step 4: Setup the material like this with converting Linear colours to sRGB:

And you are done. It is perfect for projects with Paper2D