纹理是否存储颜色数据?
此设置仅在使用 Linear color space 时相关,并用于控制是否在对着色器中的纹理进行采样时
完成 sRGB > Linear 颜色空间转换。
大多数“常规纹理”将颜色数据存储在 sRGB 颜色空间中,对于这些纹理,此标志应设置为 true。
非颜色纹理通常存储为线性值,而 GPU 不应进行任何颜色空间转换。
在这种情况下,此标志设置为 false。默认情况下,Unity 将各种非颜色纹理(如法线贴图)标记为“线性”。
旧版 IMGUI 纹理也应设置为“线性”。
此标志对应于 class-TextureImporter 中的“sRGB (Color Texture)”选项。
另请参阅:Linear and Gamma rendering、PlayerSettings.colorSpace。
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