Had a follow-up question related to this. I've started using an asset that requires linear color space to look its best, and now my NGUI-based render textures are getting *two* gamma corrections for color items using the color tint feature. I'm using the color tint feature on some white font and sprite textures. So, for example, if I want an orange color, I have to use an almost completely red color to get it to show up right. RGB 255,32,0 tint renders as RGB 255,166,0. I did the math, and that represents the color taken to the 1/2.2 (0.45) and then again.
That's using the settings I mentioned above (Clear Flag = Solid Color of black, zero alpha, Unlit/Transparent shaders on the texture atlas and material that uses the render texture.
Any idea what I can do? I realize this might not be an NGUI issue, but I'm too much of a noob to know where the issue really is.
For now I can use colors that compensate for the double gamma correction, but that doesn't seem ideal.