My project uses linear space lighting. When I get a texture using:
var www = UnityWebRequest.GetTexture( filename,true);
yield return www.Send();
var tex = DownloadHandlerTexture.GetContent(www);
And assign it to a sprite the result looks like every pixel has had sqrt() applied to it. (i.e. linear/gamma correction applied)
using:
var www = new WWW( filename);
yield return www;
var tex = new Texture2D(4,4,TextureFormat.RGB24, false,false); // Size gets overridden
www.LoadImageIntoTexture(tex);
Works.
Is there a way to use the more efficient UnityWebRequest to get the same results?
Thanks,
David Wu