Hello!
I'm doing some custom shaders and I need some of my amplified textures to NOT be corrected for sRGB on linear color space, since those textures are not color textures but data textures.
The problem is AT2 seems to always correct the MainTex and SpecGlossMaps, even when this setting are specifically set to NOT correct for sRGB on the texture import properties.
I'm using the SpecGlossMap to pass my data texture. I would gladly use a custom slot for this, but since AT2 is hardcoded to a specific set of textures, this is the only one I could use.
I really NEED AT2 to respect this import setting. (the "sRGB (Color Texture)" bool in the import settings f the texture)
Is it something I can fix myself in the exposed code or does it lay in the DLL?
Thanks!
Amplified textures always sRGB corrected
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- Posts: 16
- Joined: Tue Feb 16, 2016 4:06 pm
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- Posts: 16
- Joined: Tue Feb 16, 2016 4:06 pm
Re: Amplified textures always sRGB corrected
Ok, so it seems the team is not available so I searched the code and found how to disable this behaviour globally.
It would be best to implement this on a per Virtual Texture basis, but that's a feature request for future updates.
For the record, changing line 431 in PageStreamer.cs forces all specular textures to be non gamma corrected in linear space:
The textures are not encoded with gamma correction inside the virtual texture. Instead, the gamma is corrected when loading them.
It would be best to implement this on a per Virtual Texture basis, but that's a feature request for future updates.
For the record, changing line 431 in PageStreamer.cs forces all specular textures to be non gamma corrected in linear space:
Code: Select all
if ( true ) //colorSpace == ColorSpace.Gamma || linear )
- Ricardo Teixeira
- Posts: 954
- Joined: Fri Aug 09, 2013 2:26 pm
Re: Amplified textures always sRGB corrected
Hello,visionastral wrote:Ok, so it seems the team is not available so I searched the code and found how to disable this behaviour globally.
It would be best to implement this on a per Virtual Texture basis, but that's a feature request for future updates.
For the record, changing line 431 in PageStreamer.cs forces all specular textures to be non gamma corrected in linear space:The textures are not encoded with gamma correction inside the virtual texture. Instead, the gamma is corrected when loading them.Code: Select all
if ( true ) //colorSpace == ColorSpace.Gamma || linear )
We definitely need to implement a proper solution for this problem.
It will involve some work but I think we can implement something that would use the individual sRGB parameter of each texture, much like what Unity does. Is that something that would work well for your particular case?
Thanks!
Sales & Customer Relations at Amplify Creations
Learn more about our offering: Amplify Creations Products
Amplify Shader Editor won the Asset Store Best Tool Award - Thank you for your support!
Learn more about our offering: Amplify Creations Products
Amplify Shader Editor won the Asset Store Best Tool Award - Thank you for your support!
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- Posts: 16
- Joined: Tue Feb 16, 2016 4:06 pm
Re: Amplified textures always sRGB corrected
Oh, that would be perfect, yes!Ricardo Teixeira wrote: It will involve some work but I think we can implement something that would use the individual sRGB parameter of each texture, much like what Unity does. Is that something that would work well for your particular case?
I was expecting to set it globally per Virtual Texture, but for each individual texture would be even better.
In my particular case I can live with my little hack, but I suppose other use cases would need control on a texture per texture level.
I have a feeling Amplify Textures will become a must-have asset for Unity.
Have you considered selling or licensing it to Unity Technologies?
They have already integrated third-party assets in the past like Text-Mesh Pro and Cinemachine.
Personally, I can't imagine working without AT2 anymore!
It should come by default with Unity.
- Ricardo Teixeira
- Posts: 954
- Joined: Fri Aug 09, 2013 2:26 pm
Re: Amplified textures always sRGB corrected
visionastral wrote:Oh, that would be perfect, yes!Ricardo Teixeira wrote: It will involve some work but I think we can implement something that would use the individual sRGB parameter of each texture, much like what Unity does. Is that something that would work well for your particular case?
I was expecting to set it globally per Virtual Texture, but for each individual texture would be even better.
In my particular case I can live with my little hack, but I suppose other use cases would need control on a texture per texture level.
I have a feeling Amplify Textures will become a must-have asset for Unity.
Have you considered selling or licensing it to Unity Technologies?
They have already integrated third-party assets in the past like Text-Mesh Pro and Cinemachine.
Personally, I can't imagine working without AT2 anymore!
It should come by default with Unity.
Thanks, we really appreciate your feedback, the developer will definitely take it into consideration!
I don't think that they are interested in acquiring something like AT2 given that we hold a few, somewhat successful, competing packages. However, we have a great relation with them, they're always ready to help us push forward.
Thanks!
Sales & Customer Relations at Amplify Creations
Learn more about our offering: Amplify Creations Products
Amplify Shader Editor won the Asset Store Best Tool Award - Thank you for your support!
Learn more about our offering: Amplify Creations Products
Amplify Shader Editor won the Asset Store Best Tool Award - Thank you for your support!