Hi! I am building a scene for WebGL which is using texture maps which I prebaked in 3dsmax. I noticed that my baked maps display heavy banding in Unity when they are 8 bit JPEGs. Material is Unlit/Texture, Texture is RGB Compressed DXT1 sRGB:
I switched to half float exr textures then and the banding was gone, the texture looked smooth like in 3dsmax within the PC Build profile in Unity. Like this:
But when I activate the WebGL profile in the Build settings, every exr texture is way to bright and shows banding like this:
Setting the texture to lightmap, sRGB or not does not solve the problem.
Can somebody point me into the right direction to get either a) a clean JPEG texture without banding and color shifts or b) an idea how to use the exr texture in WebGL? Either way, I need to get smooth gradients in my baked textures. Any ideas?