My project uses linear rendering. I’m passing the camera background color into a shader. If I simply return that same color from the shader, the color is much brighter - see the square in this image (running in the editor):
I would expect that square to be essentially invisible. (This is an example, of course - I don’t actually want to render invisible objects.)
It turns out, if I apply GammaToLinearSpace() to the color before returning it, the result is correct.
So, I am unsure why this is necessary. If I sample the background color from the screen, the values are exactly the same that I see in the camera inspector, suggesting there isn’t any gamma correction at all (as I would expect).
I am a little confused about what is going on here, and would be grateful for pointers / explanations.
Thanks!
