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Bypassing Line 52 in your shader fixes the issue for me: #ifndef UNITY_COLORSPACE_GAMMA c.rgb = GammaToLinearSpace(c.rgb); #endif
here is a proof of concept video: https://streamable.com/goojr6
(I only bypassed the gamma correction directly in the shadercode. Nothing else. Very messy)
Thanks for your awesome work!
The text was updated successfully, but these errors were encountered:
saw that you changed this into "question". Am I missing something?
I figured out that I can also switch Unity to "Gamma Mode", which also changes the behavior of the shader, and makes it work.
But that in turn "breaks" the standard HDRP-Settings.
I'm thankful for any guidance you can give on this.
Reason being:
I tried to spout Positional Data from TouchDesigner to Unity.
GammaToLinearSpace Conversion in your shader leads to this behaviour:
https://streamable.com/kjz7si
Bypassing Line 52 in your shader fixes the issue for me:
#ifndef UNITY_COLORSPACE_GAMMA c.rgb = GammaToLinearSpace(c.rgb); #endif
here is a proof of concept video:
https://streamable.com/goojr6
(I only bypassed the gamma correction directly in the shadercode. Nothing else. Very messy)
Thanks for your awesome work!
The text was updated successfully, but these errors were encountered: