I was wondering how babylon is treating vertex colors for pbr materials?
Am I correct with the assumptions, that it assumes gltf models to have vertex colors in gamma space and converts them to linear? and does the same on export?
If I assign vertex colors in runtime, I would have to convert them to linear space, if I want to use PBR Materials and to gamma, if I want to use Standard Material, I guess. Using a parameter on PBR material to interpret vertex colors in linear or gamma space would not make sense, I assume, since this would be overkill for the material?
maybe @Evgeni_Popov knows this