I have my textures compressed as grayscale and with sRGB turned off. The textures displays the correct blacks and whites viewing the texture asset in unreal as it does when I open it in photoshop or in a picture viewer.
However, when I put it in my material the texture sample is put to linear grayscale (I can’t use grayscale) and the texture looks washed out. Is this working as intended? I read something about how the gamma of roughness and metallic is only supposed to be 1 so it’s supposed to be more washed out than what you originally see? I also read something about how grayscale compression only uses the Red channel of your texture, so does that mean i’m simply making the roughness/metallic maps wrong? because I also have thousands of assets from the marketplace and the same thing is happening. the actual asset is not washed out but when you use it in the texture sampler it is washed out.
Even when I view only the red channel of the texture it still doesn’t look exactly the same, seems a little washed out.