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Other Packages / Re: FOW - Flickering in Linear color space
« on: May 31, 2014, 02:52:41 PM »As far as I'm aware, Unity didn't provide any way of bypassing linear lighting sampling on textures created at run-time. Only via texture import settings.
My good friend Lea Hayes just pointed out that there is an additional bool in the Texture2D constructor for linear color space, just after the mipmap bool:
Texture2D(int width, int height, TextureFormat format, bool mipmap, bool linear);
Setting this to true enables the FOW system to work properly in linear color space.
Cheers!
