// Reverse debug exposure in order to display the real values.
// _DebugExposure will be set to zero if the debug view does not need it so we don't need to make a special case here. It's handled in only one place in C#
mouseResult = mouseResult / exp2(_DebugExposure);
if (_DebugLightingMode == DEBUGLIGHTINGMODE_LUX_METER && _ColorPickerMode != COLORPICKERDEBUGMODE_NONE)
// Reverse debug exposure in order to display the real values.
// _DebugExposure will be set to zero if the debug view does not need it so we don't need to make a special case here. It's handled in only one place in C#
mouseResult = mouseResult / exp2(_DebugExposure);
if (_DebugLightingMode == DEBUGLIGHTINGMODE_LUX_METER)
mouseResult = exp2(mouseResult) - 2;
result = DisplayPixelInformationAtMousePosition(input, result, mouseResult, mousePixelCoord);
cmd.SetGlobalTexture(HDShaderIDs._DebugColorPickerTexture,m_DebugColorPickerBuffer);// No SetTexture with RenderTarget identifier... so use SetGlobalTexture
// TODO: Replace with command buffer call when available
// The material display debug perform sRGBToLinear conversion as the final blit currently hardcode a linearToSrgb conversion. As when we read with color picker this is not done,