// Be sure legacy HDR option is disable on camera as it cause banding in SceneView. Yes, it is a contradiction, but well, Unity...
// When HDR option is enabled, Unity render in FP16 then convert to 8bit with a stretch copy (this cause banding as it should be convert to sRGB (or other color appropriate color space)), then do a final shader with sRGB conversion
// When LDR, unity render in 8bitSRGB, then do a final shader with sRGB conversion
// What should be done is just in our Post process we convert to sRGB and store in a linear 10bit, but require C++ change...