High Dynamic Range (HDR) was seen in the previous chapter where we set the chance for the user to enable in the video options menu. We chose a Deferred Rendering path for the game hence no hardware anti aliasing for many reasons, one of this is the ability to have a good realism with the use of HDR and other post effects.
For a full look at the official manual page, visit https://docs.unity3d.com/Manual/HDR.html.