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Just a general question, are there any tips, or best practices, or roadmaps with regards to Unity supporting the P3 colour profile?
I'm currently using a Compute Shader to render pixels to a Render Texture on a Direct3D-like platform (which is a jargon in Unity Documentation)....
We have a number of meshes that are quads in Maya. We export them as Quads to Unity, i.e. no triangulation on FBX export.
Because of our app's...