[LWRP][Android] Linear color space looks very different on different devices

Hi devs,

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

Bug report is found here.

on 2018.3 with lwrp 4.10 preview linear space rendering is ok, so why this is a gpu driver problem?

Apparently it’s rendered OK on some devices but not others. Here’s the response I got to my bug report a few weeks ago:

Thanks a lot for reporting the issue.
The issue is known to be a GPU drivers bug, which is out of our hands to fix.
The issue’s public link can be found here:
https://issuetracker.unity3d.com/issues/android-linear-color-space-causes-darker-scene-rendering-than-expected
If you stil lhave questions, feel free to contact us again!
Best regards,
Vaidas M
QA Team

@WendelinReich1 The issue that the QA team linked is a wrong one, sorry for that.
I’ll let you know when it’s fixed.

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@aleksandrk Hi, any news with progress on this?

Thanks.

A fix is already in 2019.2 (2019.2.0a15), 2019.1 will have it soon :slight_smile:

2019.1.4f1 will have a fix for this.

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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. :slight_smile:
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.

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Thanks! Only 1/5 of phones still don’t support OpenGL ES 2, so we’ll go with 3…

I think it’s even less than that (if you meant phones that don’t support ES3) :slight_smile:

Oops, typo :wink:
According to Google, it’s currently at 21% (which also means that it’s decreasing quite fast), see https://developer.android.com/about/dashboards/

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

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Hi!
We just tried reproducing this on a device with Adreno 330, and the results looked correct.
Can you please submit a bug report?
Thanks!

I have. Waiting to see what happens now. I’m going to try to install ubuntu to see if i can reproduce it there too.
EDIT: Yup, same thing…

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…

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How did you set the Blit type to always? Mine is greyed out…

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i have the sample problem 2019.1.8f1, i cannot change blit type, i think it is not a gpu error. another apk is good