I just tested linear color space rendering with a default scene (standard skybox, one object) using Unity 2019.1 beta 8 and the latest LWRP. I noticed that the result looks very different on my two devices (a Galaxy S6 and a Pixel XL 1st gen). It’s clearly wrong on the Pixel, with colors appearing much darker and more saturated. This difference disappears when switching back to Gamma space.
Will post #issue id once it’s sent to me. Cheers /Wendi
Does that mean that linear color space (with LWRP) will be supported and recommended on all Android devices? (That’s quite a crucial issue for us, it’s not too late for us to change from gamma to linear but it soon will be.)
Only on those that provide hardware support for it.
OpenGL ES 3 devices and higher do.
If you’re targeting any devices that only support OpenGL ES 2, you have to stick to gamma.
Just wanted to chime in and say we are having this issue too. The game looks the same with Vulkan (Linear), Vulkan (Gamma) and OpenGL3 (Gamma). But when we swap to OpengGL3 (Linear), everything just looks ‘darker’.
I’m definitely still experiencing this issue with 2019.1.4f
The first Image attached shows the difference in UI elements in the editor and my Xperia Z3. I was able to reproduce this bug by testing on other devices;
Xperia Z3 - OpenGL ES 3.0 - Bugged
S7 edge - OpenGL ES 3.1 AEP - Bugged
Pixel 2/3 - OpenGL ES 3.2 - Working fine
Second Image is very different as both lighting and ui elements are much darker, this just the basic LWRP project with android platform
Third image is the logcat log from launching my actual project
Can confirm that this problems persists with any unity 2019 version + any version of the LWRP package … However, in unity 2019.1.4f1, using vanilla RP + Blit Type always returns the correct colors…