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
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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.
Remember that “premultiplied” is a horribly wretched obfuscating term. The RGB are either emissions in a majority of cases, or reflectances. In both cases, the RGB ratios must always represent final emissions if there is an occlusion component. It really is as simple as emission.
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