Search Issue Tracker
Fixed in 2019.3.X
Fixed in 2020.1.X
Votes
1
Found in
2017.4
2018.3.8f1
2018.4
2019.2
2019.3
2020.1
Issue ID
1195264
Regression
No
PNGs imported with RGBA Half format are incorrectly converted when using Gamma Color Space
How to reproduce:
1. Open user-submitted project
2. See Gradient8bit and Gradient16bit in the Project window
Expected result: the images match Gradient32bit image when Gamma Color Space is set
Actual result: the images do not match Gradient32bit image when Gamma Color Space is set
Reproducible with: 2017.4.33f1, 2018.4.12f1, 2019.2.12f1, 2019.3.0b10, 2020.1.0a12
Notes:
Setting the Color Space to 'Linear' the images appear correctly
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Crash on ScheduleGenerateTilingShape when modifying PolygonCollider2D path count and setting path vertices
- Crash when a scene is created with LocalPhysicsMode::Physics3D
- [HDRP] Light doesn't bounce off terrains
- Unity Hub opens instead of the Unity Editor when launching a project from a Windows command line if a backslash is added to the end of the project path
- "ParseErrorException" is thrown when parsing a float with a very small value from JSON
Resolution Note (fix version 2019.3):
Solved the issue where LRD images (for example PNG 8 bit/channel and 16bit/channel) where incorrectly gamma decoded at texture import when selecting a HDR graphics format (float, half float, BC6) when using the gamma color space. No color transformation will now be applied in this case, so the (assumed) linear content will be sampled unmodified in the shader. The EXR file stores floats which are assumed HDR. In this case the current behavior is that the assumed linear (HDR) content gets gamma encoded at import. PNGs (LRD) will therefor look different than EXRs (HDR).
Fixed in 2020.2.0a1
Resolution Note (fix version 2020.1):
Fixed in 2020.1.0b1
Resolution Note (fix version 2019.3):
Fixed in 2019.3.6f1