My case is:
My color space is linear. I create a rendertexture with sRGB, then activate it, draw same meshs with Graphics.DrawMeshNow. But the color is dark, and I check the GL.sRGBWrite is false, I thought unity will set sRGBWrite automatically when switch to a RT with sRGB.
The document said:
Looks like I should not set GL.sRGBWrite manually, so how should I do to render a RT with sRGB.