After spending the past two weeks dealing with color (tonemapping, gamma correction, blending, interpolation, etc) this is the conclusion I have come to.pic.twitter.com/ScuUGliPDe
Voit lisätä twiitteihisi sijainnin, esimerkiksi kaupungin tai tarkemman paikan, verkosta ja kolmannen osapuolen sovellusten kautta. Halutessasi voit poistaa twiittisi sijaintihistorian myöhemmin. Lue lisää
If your editor has a color picker and the user selected (1,0,0,0.5), do you assume they are authoring non-pre-multiplied and you do the conversion before going into the shader? PNGs are generally not pre-multiplied, so I guess color pickers also shouldn't be?
But some shaders don't want premultiplied colors (ie, alpha cutoff). Gets hard to determine what the user wants, or if the user is aware of these nuances.
Textures containing data are also an issue, but yes, it requires a bit of education and hopefully tools that make it obvious. I honestly don’t think artists/engineers on a modern engine can not learn about color management and alpha pre-multiplication.
I haven’t seen pre-multiplied color pickers. PNGs are not premultiplied but image loaders might output premultiplied (Android’s BitmapFactory default behavior for instance).
Color pickers are more dangerous when it comes to color space. On macOS it lets you choose your color space and it may be displayP3 in some cases so extra care required there. Screen pickers can also read data in the display’s color space 
Twitter saattaa olla ruuhkautunut tai ongelma on muuten hetkellinen. Yritä uudelleen tai käy Twitterin tilasivulla saadaksesi lisätietoja.