Hi folks,
I'm using the PBR shader from the shader wiki:
http://wiki.unity3d.com/index.php/Physically-inspired_Shader
For it to work correctly I need to work in Linear Color Space, which is nice and dandy, and my scene seems to look ok.
Today I found out about the advanced texture setting: "Bypass sRBG Sampling".
And tried it on my textures: albedo, metalness and roughness.
My question is, should I check the option or not? In a CORRECT workflow.
Screenshot of difference:
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Thanks
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Replies
Right now I use it as in the bottom image(albedo, metalness & roughness bypass sRGB), it works fine atm.
Thanks folks.
Most people author diffuse/gamma maps in gamma space, because photoshop works in gamma space so its easier to "see" the results.
Gloss/roughness maps should generally be linear as you're defining a % value.
Metalness again should be linear.
Normal maps always need to be linear.
Thanks for the clarification people