I’m porting an AR game to visionOS from iOS. The game is currently set to gamma color space, should it be set to linear color space for visionOS, or does it not matter? What are the implications of a projects color space on the AVP?
We typically expect a linear color space, and currently only test for that project setting. I would expect, for example, material color properties to be incorrect if the project is set to use gamma space.
That makes sense. This specific project that I’m porting uses gamma space but is not intended to be realistic. Anyhow, I’ll test both color spaces in the simulator. Who knows what will happen on device tho?
In our testing, we have found that the simulator is pretty accurate to the device at least in terms of lighting and color spaces. It’s worth noting that we have no control over what color space the simulator/device image based lighting is performed in. I would expect the only change from switching the Unity color space would be in material parameters and textures; notably, you won’t be able to achieve the effect of different light fall-off with gamma space. That is, however, something we could eventually add to our custom lighting node.