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Any PNG frame captured from linear color projects comes with completely incorrect colors - everything is darkened and saturated, as if a gamma color curve was applied on top of original rendering.
A workaround for this was suggested a long while ago in an issue about same problem appearing during 360 panoramic captures, which was to switch the project to gamma color space. Unfortunately, this is not a correct workaround, since gamma space drastically alters all shading gradients and completely changes lighting and post processing from expected output. Linear projects are never meant to be switched to gamma space.
As of 2018.1.1f1, ScreenCapture.CaptureScreenshot function seems to capture viewport colors correctly, so its implementation could be a good starting point for investigating a fix for this. :)
What happened?
Any PNG frame captured from linear color projects comes with completely incorrect colors - everything is darkened and saturated, as if a gamma color curve was applied on top of original rendering.
Recorded colors:
https://i.imgur.com/bCtq61g.jpg
Expected colors (viewport screenshot):
https://i.imgur.com/YSjQ8OC.jpg
A workaround for this was suggested a long while ago in an issue about same problem appearing during 360 panoramic captures, which was to switch the project to gamma color space. Unfortunately, this is not a correct workaround, since gamma space drastically alters all shading gradients and completely changes lighting and post processing from expected output. Linear projects are never meant to be switched to gamma space.
As of 2018.1.1f1, ScreenCapture.CaptureScreenshot function seems to capture viewport colors correctly, so its implementation could be a good starting point for investigating a fix for this. :)
Is it reproduceable?
Yes.
Released package version / tag?
Release 0.2 from the Asset Store.
Unity version, operating system, target platform (standalone windows, mac, iOS, PS4...)?
2018.1.1f, Windows 10, editor environment
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