Hi everyone, We are currenly working with Unity on a game and we only (mostly) use diffuse textures. All the information needed -AO, metal/spec or rough/gloss- is then faked in that only texture (just to make myself absolutely clear :smile: ). I read and learned a lot about color space these last few days and I am trying…
@RyanB It is for PC. I didn't know they added the support in the end! @radiancef0rge So it is not a rule of thumb for PBR? I read here that it is "typical practice in PBR to use a linear pipeline". Indeed I mistakenly assumed it was always used. Because metal/roughness/etc.. represent 'values used for math' and would be…
No, not sure where you got this from. Albedo should be sRGB. Metal, Roughness, AO ideally are linear. There is no performance impact on how the texture is decoded in srgb or linear.
What platform? Mobile or PC? *Edit* Actually, Unity 5.5 added support for linear on mobile. Read here: https://blogs.unity3d.com/2016/12/07/linear-rendering-support-on-android-and-ios/
I would seek a linear pipeline. Even tho you're doing hand painted style. The shading and blending will all be more predictable and higher quality. Nonlinear has visual artifacts.
When people talk about working in Linear Space, it means all inputs (sRGB or linear) are converted to linear, then all your blending and lighting functions are calculated in Linear, then the final output is converted to Gamma Space for display.