Displaying true-to-preview colours (autoexposure, sRGB?)

In my project, I colour props in post process so that they are black and white/coloured.

I use lighting (and some other things) to determine how black a texture should be and how much colour there should be, like a cel shader that’s just black or not.

This is working great for me, except that when I want to iterate on the colour palettes I use, the preview never matches the colour in-game. I’d like to be able to just sample colours from my inspo images and just paste in my hex codes to see what those palettes would look like in my scene.

In my head it seems super simple because I’m just picking one block colour per custom depth value - even if I have to convert between linear and sRGB to pick colours - but I can’t figure out how to have those colours display as they do in the inspector when I’m in-game.

For example, here are some comparisons and the post process nodes that select an object’s colour from an MPC:





I tried a few different exposure settings and I have bloom intensity at 0, but it’s too inconsistent and not every colour in the scene will match. Ideally, I’d just bypass exposure/bloom/etc altogether and just rasterise the whole scene.

Any ideas?