diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Override-Exposure.md b/com.unity.render-pipelines.high-definition/Documentation~/Override-Exposure.md
index 390ca007520..21aa312913b 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/Override-Exposure.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Override-Exposure.md
@@ -90,7 +90,7 @@ To configure **Automatic Mode**, select the **Metering Mode**. This tells the Ca
| **Center Around Exposure target** | Whether the procedural mask will be centered around the GameObject set as Exposure Target in the [Camera](HDRP-Camera.html). |
| **Center** | Sets the center of the procedural metering mask ([0,0] being bottom left of the screen and [1,1] top right of the screen). Available only when **Center Around Exposure target** is disabled. |
| **Offset** | Sets an offset to where mask is centered . Available only when **Center Around Exposure target** is enabled. |
- | **Radii** | Sets the radii (horizontal and vertical) of the procedural mask, in terms of fraction of the screen (i.e. 0.5 means a radius that stretches half of the screen). |
+ | **Radii** | Sets the radii (horizontal and vertical) of the procedural mask, in terms of fraction of half the screen (i.e. 0.5 means a mask that stretch half of the screen in both directions). |
| **Softness** | Sets the softness of the mask, the higher the value the less influence is given to pixels at the edge of the mask. |
| **Mask Min Intensity** | All pixels below this threshold (in EV100 units) will be assigned a weight of 0 in the metering mask. |
| **Mask Max Intensity** | All pixels above this threshold (in EV100 units) will be assigned a weight of 0 in the metering mask. |
diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Components/Exposure.cs b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Components/Exposure.cs
index 45b560bad65..1cdd5edd4f8 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Components/Exposure.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Components/Exposure.cs
@@ -137,9 +137,9 @@ public sealed class Exposure : VolumeComponent, IPostProcessComponent
///
public NoInterpVector2Parameter proceduralCenter = new NoInterpVector2Parameter(new Vector2(0.5f, 0.5f));
///
- /// Sets the radii of the procedural mask, in terms of fraction of the screen (i.e. 0.5 means a radius that stretch half of the screen).
+ /// Sets the radii of the procedural mask, in terms of fraction of half the screen (i.e. 0.5 means a mask that stretch half of the screen in both directions).
///
- public NoInterpVector2Parameter proceduralRadii = new NoInterpVector2Parameter(new Vector2(0.15f, 0.15f));
+ public NoInterpVector2Parameter proceduralRadii = new NoInterpVector2Parameter(new Vector2(0.3f, 0.3f));
///
/// All pixels below this threshold (in EV100 units) will be assigned a weight of 0 in the metering mask.
///
diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/PostProcessSystem.cs b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/PostProcessSystem.cs
index 4f5052dbf5d..ff4e475544c 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/PostProcessSystem.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/PostProcessSystem.cs
@@ -1150,8 +1150,8 @@ internal void ComputeProceduralMeteringParams(HDCamera camera, out Vector4 proce
float screenDiagonal = 0.5f * (camera.actualHeight + camera.actualWidth);
proceduralParams1 = new Vector4(proceduralCenter.x, proceduralCenter.y,
- m_Exposure.proceduralRadii.value.x * screenDiagonal,
- m_Exposure.proceduralRadii.value.y * screenDiagonal);
+ m_Exposure.proceduralRadii.value.x * camera.actualWidth,
+ m_Exposure.proceduralRadii.value.y * camera.actualHeight);
proceduralParams2 = new Vector4(1.0f / m_Exposure.proceduralSoftness.value, LightUtils.ConvertEvToLuminance(m_Exposure.maskMinIntensity.value), LightUtils.ConvertEvToLuminance(m_Exposure.maskMaxIntensity.value), 0.0f);
}