I feel like this is a long standing issue, that I’ve always put to the side as not the most important thing to address at any given time, but I’ve finally gotten to the point where I really want some explanation for this. When making UI Domain materials, the colouration that ends up coming onto screen clearly is going through some different colour space or something that leads to the outputted actual colour being really quite different from the values you pipe in. The easiest way to see this is in the preview of an image when using a material that plugs the vertex colour straight into the final colour. The output in the preview is substantially darker and more saturated than the tint colour. Were one to colour pick these they come up as very different values also. And when putting this widget onto a gameplay screen, the colour rendered on screen is that of the preview, not the input.
I’ve tried all the typical suggested hacks, accounting for gamma correction and applying a power of 2.2 (interestingly the output values are actually quite close to an square root of the input values, but there’s clearly some additional step taking place as simply applying a square root doesn’t get you even close to back to the original input values.)
I’ve tried moving things from linear to sRGB etc.
Does anyone know what is happening here, and what node/series of notes/project setting tweaks I can use to get colour parity between input colours and the actual output?
The image below is taken from a random 5.6 launcher version project where I made a simple material as described, just plugging in the vertex colour to final colour, so the tint should be fed straight into the output.
The input colour is R: 0.095 - G: 1.0 - B: 0.604
The “output” (in the preview/on actual game UI) is: R: 0.009 - G: 1.0 - B: 0.036.
As stated above you may note (at least in this case) the output is very close to a square of the input, but plugging a square root into the material, while CLOSER, puts out a colour of:
R: 0.03 - G: 1.0 - B: 0.468
So clearly there’s some intermediary step with how the colours are being transformed.
