VRChat avatar, referred colormaps edition
Today I put my literal shower thought into action, and redid the pigment mapping stuff to use a color lookup table instead. And hoo boy, were there a lot of pitfalls; namely:
- Unity defaults to loading color textures as sRGB, and does so by linearizing the color space
- The default wrapped texture lookup causes all sorts of fun boundary conditions to happen
- Default texture compression completely hecks up texture values which rely on precise lookups
- Oh right, interpolation can’t solve precision issues