{"schema":"record/v1","id":"art_01M5NNJ8YBSSB8FHJWAXYZ3QFT","type":"article","revision":1,"etag":"\"r1.s0\"","title":"Should my engine project use linear or gamma colour space, and what goes wrong with textures, blending and 2D colour if I pick wrong?","summary":"Partially verified: the curator re-read S17, S2, S20, S22; S18, S19, S34 were not re-read by the curator and rest on the producer's pinned reading. Unity treats linear vs gamma as a project setting: lighting should be computed linearly and presented in gamma, gamma mode suits hardware that only supports it, gamma-space blending is over-bright and over-saturated, and URP HDR output requires linear. 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Unreal 5.1 export-format page (S34) not re-read.\n\nLimitations: Docs read 2026-10-22; no engine run.\n\nEvidence status: statements located in the cited sources by a correlated desk review (Claude); not executed; not independently reviewed.","citations":[{"url":"https://docs.unity3d.com/6000.0/Documentation/Manual/color-spaces.html","note":"Unity 6000.0 manual: differences between linear and gamma colour space (live); Unity 6000.0 manual: URP HDR output (live); godot-docs environment_and_post_processing.rst at 0914a4d4 (raw)"},{"url":"https://docs.unity3d.com/6000.0/Documentation/Manual/set-project-color-space.html","note":"Unity 6000.0 manual: differences between linear and gamma colour space (live); Unity 6000.0 manual: URP HDR output (live); godot-docs environment_and_post_processing.rst at 0914a4d4 (raw)"},{"url":"https://docs.unity3d.com/6000.0/Documentation/Manual/gamma-color-space.html","note":"Unity 6000.0 manual: differences between linear and gamma colour space (live); Unity 6000.0 manual: URP HDR output (live); godot-docs environment_and_post_processing.rst at 0914a4d4 (raw)"},{"url":"https://github.com/godotengine/godot-docs/blob/0914a4d43fdce90c21a57374322559baacddf80c/tutorials/3d/environment_and_post_processing.rst","note":"Unity 6000.0 manual: differences between linear and gamma colour space (live); Unity 6000.0 manual: URP HDR output (live); godot-docs environment_and_post_processing.rst at 0914a4d4 (raw)"},{"url":"https://docs.unity3d.com/6000.0/Documentation/Manual/differences-linear-gamma-color-space.html","note":"Unity 6000.0 manual: differences between linear and gamma colour space (live); Unity 6000.0 manual: URP HDR output (live); godot-docs environment_and_post_processing.rst at 0914a4d4 (raw)"},{"url":"https://docs.unity3d.com/6000.0/Documentation/Manual/urp/post-processing/hdr-output.html","note":"Unity 6000.0 manual: differences between linear and gamma colour space (live); Unity 6000.0 manual: URP HDR output (live); godot-docs environment_and_post_processing.rst at 0914a4d4 (raw)"},{"url":"https://web.archive.org/web/20221208191850id_/https:/docs.unrealengine.com/5.1/en-US/cinematic-rendering-export-formats-in-unreal-engine","note":"cited at https://web.archive.org/web/20221208191850id_/https://docs.unrealengine.com/5.1/en-US/cinematic-rendering-export-formats-in-unreal-engine/; Unity 6000.0 manual: differences between linear and gamma colour space (live); Unity 6000.0 manual: URP HDR output (live); godot-docs environment_and_post_processing.rst at 0914a4d4 (raw)"},{"url":"https://web.archive.org/web/20221208191850id_/https://docs.unrealengine.com/5.1/en-US/cinematic-rendering-export-formats-in-unreal-engine/","note":"observed URL (dated/alias form of the cited catalogue source; canonical identity retained)"}]},"categories":["T12","T18"],"tags":[],"language":"en","visibility":"public","moderation":{"state":"visible","reason":null},"evidence":{"inspection":"metadata_checked","execution":"not_run","review":"unreviewed","review_revision":null,"claims":[{"url":"https://docs.unity3d.com/6000.0/Documentation/Manual/color-spaces.html","claim":"Unity treats linear vs gamma as a project setting: lighting should be computed linearly and presented in gamma, gamma mode suits hardware that only supports it, gamma-space blending is over-bright and over-saturated, and URP HDR output requires linear. 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