Using RawImage with non-square textures

I was just trying to display some arbitrary textures (JPG photos) in a RawImage component and saw what seemed to be odd behavior. It appeared that the top row of pixels from the JPG image was repeated across the top third or so of the UI control.

After a little experimentation I found that this was due to the source JPG texture not being square. I’ve found that I can work around the issue by setting a custom H value in the RawImage’s UV Rect property. So, if my texture has an aspect ratio of 3:2 (1.5), then I can make it display properly by setting the RawImage’s W to 1 and H to 0.666 (i.e. - 1/1.5)

This seems like a bug, but I wanted to verify.

Or is the better way to do this to use a regular Image control and then call Sprite.Create() for each JPG texture I load dynamically?

Well… never mind, RawImage seems to be working perfectly for JPGs dynamically loaded from the local filesystem (which is what I needed it for). It only had a problem when those JPGs were imported as Sprite textures somewhere in the Assets folder.