Hello,
I’ve been having this problem with Unity’s graphical rendering for a few months now and I just can’t get my head around it.
I started working on my project with the default “Gamma” color space and everything looked okay until I started using bright lights (a torch in a dark scene, for example); the surface of my objects get too hot. My objects get super sensitive to light sources and, even if my light intensity are at 1 or 2, I end up with super white hot spots.
Okay, no problem! I’ve dealt with this kind of thing in 3D softwares before. I proceed to switch Unity to Linear Color Space. My textures get (understandably) darker but my scene looks better and my bright lights don’t burn my surfaces anymore. Cool!
However, the problem I have now is that in order to get any decent lighting, my lights objects inside Unity are of intensity of 8 (Unity’s max value). If I try to make a sunlight beam in a dark scene, my light at intensity of 8 cannot be bright enough to make a convincing sunlight.
I tried tonemapping, color correcting, adding bloom. My lights just aren’t bright enough. Bypassing the sRGB Sampling seems to be the only thing that remotely gives my materials a chance to be lit properly but, still, my lights are at intensity of 8.
So I went back to the source; the texture file. I figured, “Hey! Maybe I didn’t use the proper color profile for my textures” So I load up Photoshop and I do a linear conversion and, sure enough, my textures look much brighter now. I do a gamma correction of 0.454545 to get the colours back to their normal appearance under the new color profile.
Progress, I thought… but, no! Those textures show up even DARKER once they’re imported in Unity.
I’m at a loss. It seems like the only solution is to start stacking lights on top of each other but that isn’t efficient nor do I feel that Bypassing sRGB Sampling is a good solution. Something’s up and I’d like to find out why.
Does anyone have any ideas? Thanks,