URP raw image transparency problem (Linear vs gamma color space)

Got a reply from a bug report I made:
http://fogbugz.unity3d.com/default.asp?1239748_4fsovmbisqj86vvt

Looks like the reason is that URP uses linear color space by default and the default render pipeline uses gamma.

See Unity - Manual: Linear or gamma workflow

Doing custom UI shader seems to be a good workarround for this:

I don’t get why this is not done by unity by default, though.

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