Much lower quality of LDR vs HDR in Render Target.

@:

Ok, so after our few P.M, here is what I get.
I’ll make it very detailled so that it will be as clear as possible:

After adding your lines of code and compiling, I made a basic postprocess material with a render texture plugged in the emissive channel for testing purposes:

4247b09686d73f9d16751ad9db081a02fa33f4a2.jpeg

this postprocess material is assigned as blendable to the camera of a third person character.

I also added a scenecapture component to this third person character and assigned the render target to this component.

Now:

1 ° - If I launch the level, with scenecapture set to HDR, I get this:

which is the equivalent of a camera view.

2° - If I launch the level with scencapture set to LDR with tonemapper enabled (so: “Disable Tonemapper” UNCHECKED), I get this:

which is what you normally get with this option.

3° - If I launch the level with scenecapture set to LDR with tonemapper disabled (so: “Disable Tonemapper” CHECKED), I get this:

So, as I told you, disabling tonemapper really does something and it’s better than the second screenshot.
Colors are the same but gradients are modifed: you no longer have these smooth transitions between values.
You see what I mean as it’s obvious.