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Window-Space UI and Local2D rendered the canvas too dark in Linear projects (#320). Both components create their offscreen canvas RenderTexture, and both hardcoded it to B8G8R8A8_UNorm regardless of color space — so Unity performed no encode on store and a Linear project's linear UI values were presented as if already sRGB. The overlay counterpart of the present-path swapchain fix (#229): the same missing linear→sRGB encode, one path over. The format is now B8G8R8A8_SRGB for Linear projects and unchanged (_UNorm) for Gamma, so the blast radius is Linear-only. The _SRGB variant shares the UNORM bit layout, so the raw CopyTexture into the bridge and the native swapchain — the reason BGRA8 was pinned in the first place — stays valid. Scene view was always correct because it does not go through the overlay RT, which is what localised the bug; measured on a Leia SR panel, the UI mid-tones move from luminance bucket 64–127 to 128–191 while white and background stay put. Contributed by Byungju Lee.