# vulkanEnableSetSRGBWrite

> Enables the ability to toggle sRGB write mode on Vulkan framebuffers.

## Definition

* **Type:** Property
* **Namespace:** [UnityEditor](/engine/6000.0/script-reference/unityeditor.md)
* **Assembly:** UnityEditor

```csharp
public static bool vulkanEnableSetSRGBWrite { get; set; }
```

### Remarks

In a Linear Color Space workflow, enabling sRGB write mode allows the GPU to automatically perform linear-to-sRGB conversion and ensures that blending operations are mathematically correct. This setting is always enabled in Editor mode.

This is particularly useful for projects that require parity with OpenGL's `GL_FRAMEBUFFER_SRGB` behavior or for custom rendering pipelines that need to precisely control when gamma correction is applied (e.g., bypassing it for UI overlays or specific post-processing passes).

**Note**: Enabling this setting requires an extra blit operation when presenting the back buffer, which can lead to performance degradation, particularly on mobile/tile-based GPUs. It should remain disabled unless your shaders or workflow explicitly require the ability to toggle the sRGB write state.

Additional resources: [Linear Color Space in Unity](/engine/6000.0/manual/materials-and-shaders/graphics-color/color-spaces/linear-color-space/space.md)
