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Do Unity Scene and Game views support DisplayP3 gamut?

Discussion in 'General Graphics' started by Cileb, Apr 6, 2020.

  1. Cileb

    Cileb

    Joined:
    Feb 20, 2018
    Posts:
    6
    Hi. I'm building a game to Mac OS and iOS. At the moment I have DisplayP3 and sRGB color gamuts (in that priority) set for these platforms under Project Settings. The color gamuts in my builds are true to what I set under Project Settings--when I have DisplayP3 as first priority, the color gamut is indeed wider in builds.

    The main annoyance I've run into is that colors in my builds are different from those in Unity's Scene and Game views. I run Unity and my builds on a Mac. At first I thought the colors not matching was because of a problem on the shader side (I'm using a toon shader, no textures). But then I switched the gamut priority back to sRGB and the colors in my builds matched the Scene and Game views again. I'm guessing that Unity's Scene and Game views natively use sRGB gamut and not DisplayP3, even if it is toggled under Project Settings.

    Is there any way to get Unity's views to use DisplayP3? Getting consistent colors has become a struggle between Unity using sRGB and my builds using DisplayP3.
     
    chrismarch likes this.
  2. alexlamar

    alexlamar

    Joined:
    Jan 16, 2014
    Posts:
    7
    Hi! Just chiming in that I've experienced this same problem, and was wondering if this is something that is supported or is being considered to add support for.
     
  3. RyanKeable

    RyanKeable

    Joined:
    Oct 16, 2013
    Posts:
    62
    Oh it seems like it would be an obvious thing to support....

    Wide color gamuts are not supported on Windows either, even though plenty of other applications such as the adobe range can easily be configured to your system's colour profile.

    Samething with HDR output. Unity's editor won't output to HDR so it's F***in difficult to balance for your intended output displays for that colour space too.
     
  4. AcidArrow

    AcidArrow

    Joined:
    May 20, 2010
    Posts:
    11,003
    Is this still the case? I guess it is.

    I would like for our game to use DisplayP3, but since a bunch of stuff starts looking different and there may be a ton of adjustments I need to make, being able to view the colors in DisplayP3 mode is critical, and at this point it is impossible to actually produce a DisplayP3 iOS Game if I need to build to a device to see the results of every adjustment I make.

    Is there maybe a way to do this?
     
  5. Unifikation

    Unifikation

    Joined:
    Jan 4, 2023
    Posts:
    1,045
    BUMP!!!!

    I've got a barebones build project just for spewing out builds for colour testing to circumvent this, as I discovered it a few years ago and colour presentation is crucial to the art style I'm using.

    This should be fixed, by now.

    PLEASE!!!!

    @Gregoryl is probably the only one anywhere near being able to do anything about this. Or his boss.