Edit: Fixed with a gamma correction shader.
Hi,
Recently I’ve switched over to Linear lighting in my project, and under normal circumstances everthing renders correctly (as shown in the second image below). But, one thing which I need to do (for supersampling/FP shadows) is render to RT, then draw that RT to screen.
Up until the switch to linear lighting, my method has worked perfectly (Manually call Camera.Render into a rendertexture, then Graphics.DrawTexture that to the screen after removing the alpha). Now, I’m getting the issue shown below:
^RenderTexture Drawing to screen (from same camera, but inactive + manually calling Render())
^Normal rendering (with just a standard active camera)
Just wondering if anyone has any ideas about this one? Do I need to do something to the RenderTexture to get it showing correctly? I’ve tried different RT formats, but the “Default HDR” render texture simply doesn’t draw to the screen at all.