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  • When PNG is output, the color changes.

hello. I've seen many posts where the colors change when you insert an image into Spine. This doesn't seem to be the problem I'm looking for.

When you import an image from Photoshop to Spine, the color setting of the exported png changes to ‘No color management’.
When imported into Spine, the saturation will be lowered.
I want to make the colors the same in Photoshop and Spine. Can you give me some advice?
I'm using Spine version 4.2 and it's a Macintosh.

  • Misaki ответили на это сообщение.
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    shayd Sorry for the inconvenience. We would like to investigate this issue and would appreciate it if you could provide us with an example PSD that we can review to clarify the issue: contact@esotericsoftware.com
    Please include the URL of this forum thread in the email so we know the context. Then we can take a look at what's wrong.

    shayd Thanks for sending the PSD file! It seems that the color profile of the PSD is "Adobe RGB (1998)". If this is set to "sRGB IEC61966-2.1" there will be no color change. Unfortunately, Spine does not support Adobe RGB, so the only way to do this is to convert to sRGB. Fortunately, as long as I tried to convert to sRGB on the PSD you sent us, there was almost no difference in appearance, so we would appreciate it if you could convert to sRGB and see if that solves the problem.

    Thank you for your reply.
    In Photoshop, the color difference between sRGB IEC61966-2.1 and Adobe RGB (1998) seems quite large. Should I have worked with sRGB from the beginning? Let me try changing it. thank you.

    @shayd Please note that hardly any game toolkit or engine will support wide-gamut image color spaces like Adobe RGB or P3 during texture import (except for floating point textures maybe). They will either:

    • a) be clipped to sRGB if the engine or toolkit recognizes the input color space (somewhat ok, but you lost all benefits and precision) or even worse
    • b) treat input values as if they were authored in the smaller sRGB color space (incorrect color display).

    So for use in Spine or game toolkits it's highly recommended to author images and textures in sRGB color space (unless the game toolkit mentions an explicit exception).

    • Изменено

    @shayd One more thing to mention: while Spine respects your monitor profile (color management), games built from game toolkits usually are not color-managed and don't respect that profile. So the same sRGB image opened in Photoshop or Spine (with Color Management enabled) will look different when you build a game from e.g. Unity (same applies to viewing it in the Unity editor).

    The difference will be especially grave when you have a wide-gamut monitor, where sRGB should be mapping to only part of your monitors color gamut range. The best solution for this would still be to author your images in sRGB color space as the common denominator and ignore incorrect display of your game-build on a wide-gamut display (it will be better on standard monitors).