I tried to manage sRGB as well as possible. Cause sometimes you want to pack textures that has sRGB or not. So I manage this in material. Everything looks okai on this side.
It could be the source texture like you say - but one other thing you could try - I found I got some interesting image results if I created and used an HDR format with RTF_RGBA16 rendertarget - then at the last minute (just before saving) I change it to RGBA8 - I noticed Ryan Brucks’ did that in his Impostor Baker as well…
I tried fiew things that doesn’t work :
1 - Change the created render target to RTF RGBA16 and changed to RTF RGBA8 before genereate texture.
2 - Change the created render target to RTF RGBA16, create a texture with HDR16F compression, then change texture to RGBA8 before saving.
If I change the texture compression settings to ‘VectorDisplacement’ it looks like the imported texture … but the texture now make 5.5Mo instead of 0.7Mo, that’s not a great deal.
Okai to make my test (screenshot above) I downloaded surface textures (vl3lfddfw) from quixel bridge standalone app.
I downloaded each textures (Base color, normal, roughness, displacement …).
I did it from standalone app because I wanted to download each textures (the bridge in-app pack occlusion/roughness/displacement).
Just to make a test I had downloaded the same surface from in-app bridge. I also get the sharpen effect when I resize it with ‘Maximum texture size’ setting.