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Linear color space - linear or gamma corrected framebuffer?
When you select the linear color space, input texture will be linearized, then we can do some calculations and when we return final color in fragment shader, where can we set if this color will be gamma correted or it will stay linear. This link http://docs.unity3d.com/Manual/LinearLighting.html says that "this depends on the current rendering configuration.", so does anyone know where this can be configured?
And another related question, is the option "bypass sRGB sampling" only relevant when Linear color space is enabled? Because it doesn't seem to work in gamma space pipeline and documentation doesn't say anything about it only working when linear color space is enabled. It's been more than a week now, and still didn't find any solutions to this problem -.-
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