RenderTexture 的颜色空间转换模式。
使用 Gamma color space时,不进行任何类型的转换,因此不使用此设置。
使用 Linear 颜色空间时,默认情况下,认为非 HDR 渲染纹理
包含 sRGB 数据(即“常规颜色”),片元着色器输出线性颜色值。
因此,默认情况下,当渲染到纹理时,片元着色器颜色值转换为 sRGB;
在着色器中采样纹理时,sRGB 颜色转换为线性值。
这是 sRGB 读写模式;使用线性颜色空间时,Default 模式匹配。
对渲染纹理设置此模式时,RenderTexture.sRGB 将返回 true。
但是,如果渲染纹理将包含非颜色数据(法线、速度和其他自定义值),
则不需要进行 Linear<->sRGB 转换。这是 Linear 读写模式。
对渲染纹理设置此模式时,RenderTexture.sRGB 将返回 false。
请注意,有些 render texture formats 始终被视为包含“线性”数据,
无论采用什么读写设置,都不会对它们执行 sRGB 转换。这适用于
所有“HDR”(浮点)格式和 Depth 或 Shadowmap 等其他格式。
另请参阅:Linear Color Space、RenderTexture.sRGB、PlayerSettings.colorSpace、GL.sRGBWrite。
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