So I’m using Entities Graphics with URP Unlit shader to render a solid color rectangle. I tried to set the color I want on a quad rendered on a GameObject, then compared that to a quad baked in Entities 1.2.3. I also set the exact same color I wanted on that component:
[MaterialProperty("_BaseColor")]
public struct BaseColor : IComponentData
{
public float4 Value;
}
It ends up being paler when using DOTS. After a bit of research, I ended up fixing it by converting the color to linear for DOTS, by calling Color.linear. However, nowhere in the documentation does it say anything about the need to convert to linear for DOTS in comparison to standard URP. The same happens with custom shaders I tried to make.
Is this a bug? is there a reason why colors in DOTS need to be converted to linear, but not when setting the same color on the same shader, but not using DOTS?