Comments (7)
@willswannackpluto This probably is an issue with the importer (importer author here). Unity does not allow you to specify the color space for a given texture at runtime, so all loaded textures are in gamma space (I think). You can verify this by extracting the texture from your GLB file using hex editor tools, then comparing that to Unity's preview window. I suspect they'll be different.
from gltf-blender-exporter.
Have you checked, if the importer is correctly loading the images?
Below are three exports: GLB, glTF with and without embedded images:
from gltf-blender-exporter.
Can you please test the scene with your importer:
27bb80d
from gltf-blender-exporter.
I think the importer is not correctly converting/loading the images, when they are embedded.
I close the ticket for now.
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@UX3D-nopper Thanks for the test scene! It's very helpful. Interestingly, it works fine using the Unity importer so I'm going to keep digging and will post back if I find it's not an importer issue.
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Yes, please get back to us, if you find out an issue.
The point is, that the PNG encoding is taken - as mentioned in the code - from the original Blender code:
blender-thumbnailer.py
from gltf-blender-exporter.
I was having the same issue and I think you are right @stevenvergenz. I was able to fix it by changing the creation of the Texture2D (in Unity GLTFSceneImporter line 697) from
texture = new Texture2D(0, 0);
To
texture = new Texture2D(2,2, TextureFormat.ARGB32, true, true);
And now the objects are coming in with the correct color. Though its possible that other objects may get imported with the wrong color if they are in gamma space.
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Related Issues (20)
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- BasicColorFactor Animation not exporting HOT 7
- Optional enabling/disabling of the lights exports HOT 2
- Export Extras option is not working. HOT 4
- UV Unwrap gets messed up HOT 1
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- Bones "Inherit Rotation" property is ignored. HOT 2
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- Feature request: Export scene.extras HOT 1
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