Regarding lower saturation: you will receive lower saturation when using Linear color space (Player settings -> Other Settings -> Rendering -> Color Space
) and having sRGB (Color Texture)
disabled, when using Gamma space it should not change at all.
In order to receive consistent color, I have just changed the code to set the default value of sRGB (Color Texture)
to true
again. The console warning will notify users in case of incorrect mipmap generation when sRGB (Color Texture)
and Generate Mip Maps
are both enabled in Gamma space (which was the problem that should be prevented by setting sRGB (Color Texture)
to false
).
Regarding your statement:
bluegobin написалand 4x bigger size, you can see as below
This is due to compression being enabled on the left and disabled on the right. You should not encounter any file-size-changes, at least we never had this issue.
bluegobin написалand if toggle the "Alpha Is Transparency" option on, some glitch appeared.
Alpha Is Transparency
shall remain disabled (which is why we set this as default settings upon import). What you can see here is the underlying color bleed in the rgb layers (this prevents semi-transparent pixels to be partly black).
The next unitypackages will contain the changes to sRGB (Color Texture)
default import settings, they have just been pushed to the git repository.