I started messing around with linear color space and everything is washed out. I’m having a hard time getting any definition in my scenes. I was using an IBL lighting solution, but i’ve switched back to unity shaders. Is there a different set of shaders I should be using? Something to note is i’m lighting my scene with Area lights. Thoughts?
You may be getting unwanted additional gamma corrections on textures. There is a “Bypass sRGB Sampling” in texture properties that you can play with that may or may not help. It’s hard to visualize what you’re seeing without a screenshot though. (hint!)
If your issue is more related to light mapping, I’ll have to defer to someone else, as that’s not my area.
I’ve been using Marmoset Skyshop with linear color space and haven’t run into too many issues. The exception is when using GUI systems to render to render textures I got extra gamma corrections, making the image way too bright, which I’m currently running a hack to get around. Unless you’re getting unwanted gamma corrections on textures, generally you have to go the other direction and bump up your light values to compensate for the different calculations in linear.
screen shot, of coarse, sorry about that. The one below is actually with IBL, but shows what i’m talking about. The only camera effect i’m using is Antialising. Using gamma color space i would get a lot more definition. I’ll look into the Bypass sRGB Sampling. Thanks.
IBL Diffuse shader and area lights.