Uhh it supports linear color space just fine as far as I know. If something doesn't work in it, it's a bug that needs to be brought to our attention.
What I tested is to switch a project that was working in gamma space into a linear color space. And I had a black screen. What i would like understand is if this is a bug of unity to report, or is just a not implemented features. Thanks
We have a fix for this issue wending its way through our review and testing process. We'll try to get it out in a patch as quickly as possible.
Yes, that really important, at a stage where all our Texturing have been done under Linear Color Space, it's really important to fix that, because at that moment Graphics look's totally Brighten up, with the Gamma Color Space.
In our pipeline I made a master shader that we use almost for every object , to solve this problem I added the possibility to convert the color space directly in the shader
interesting features elpie89. do you've tried it under 5.6 unity release ? is that fixed ? As we're developing hololens app, i've notice that trying to use the standard or standard (holotoolkit) shader, are really performance costly. is that the same for you ?
Yes thats the reason why I' m creating a master shaderthat is basically a big extension of the blinn phong configurable. In our case we use forward rendering path and most of the time the holograms supports only one light the directionals. In this way you remove a lot off draw calls. Anyway we updated to the 5.6 yesterday. So soon I will test if this bug as been fixed
pfreese must have had his wires crossed at the time and thought this was a different bug that a coworker of ours was working out a fix for. Linear color space simply will not work with WindowsMR/HoloLens - we might want to consider hiding that option for this platform. The APIs provided to us hand us a back buffer, and there is no way we can request to be handed anything but a back buffer in gamma color space through those APIs.