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By Design

Votes

5

Found in

2021.2

2021.2.0b13

2022.1

Issue ID

1369697

Regression

No

Texture contents are not copied correctly when using CopyTexture method and HDR property is disabled on Camera

Camera

-

How to reproduce:
1. Open the user's attached "crest" project
2. Open the "main" Scene
3. Enter Play Mode
4. Press "E" on the keyboard to move up above the water
5. Observe the copied Texture in the Game view

Expected result: The copied Texture is normal and not brightened
Actual result: The Texture is not copied correctly, washed, too bright

Reproducible with: 2021.2.1f1, 2022.1.0a14

Couldn't test with: 2019.4.32f1 (script error due to Crest version that's available only from 2020.3), 2020.3.22f1, 2021.1.28f1 (user script error related with the OceanRenderer)

Note:
Not reproducible on Metal
Not reproducible with Blit method

  1. Resolution Note:

    The issue is By Design. It's mentioned that the built-in Camera target RT format is R8B8G8A8_SRGB and the texture user gets is R8B8G8A8_UNorm.CopyTexture should just do a memcopy without altering the data and _UNorm vs _SRGB affects how the colors are sampled so it's simply an issue of different formats which is by design. There is a file called XRHelper.cs, where the developer have done some changes which will return a default format rather than UNORM:

    public static RenderTextureDescriptor GetRenderTextureDescriptor(Camera camera)
    {
    #if _XR_ENABLED
    if (IsRunning)
    {
    return XRSettings.eyeTextureDesc;
    }
    else
    #endif
    {
    // Use a different constructor here passing an explicit GraphicsFormat that's based on DefaultFormat and the current colorspace. This should match the color targets the user wants to copy from.
    return new RenderTextureDescriptor(camera.pixelWidth, camera.pixelHeight, SystemInfo.GetGraphicsFormat(DefaultFormat.LDR), 0);
    }
    }

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