I’m making some sort of ModelEditor to quickly test my assetpipeline (blender -> gltf -> j3o).
I have an issue with the loaded textures of my models, they appear to bright when gamma correction is enabled.
I guess it’s related to colorspace issues, but I don’t fully understand the issue and am not able to fix it.
Setting the directional light to 0.4f is indeed already better, but the model still has this ‘washed-out’ look. I guess by tweaking the light values and setting a light probe I can make it look better.
But I cannot help the feeling that something is wrong in the gamma correction calculation… When disabling this the PBR material and lighting material look correct and almost exactly the same. I remember having the same issues when the ColorSpace was not correctly set on a texture with gamma correction enabled. This gave exactly the same too bright / washed-out look.