Original Post
Hi.I
m doing gamma correction for our game recently, and it works well on the opaque objects. But when I use alpha blend, especially the add blend, I found the result was brighter than blending in the SRGB space and some soft edges became sharp. Because the SRGB add blend result in linear space was (SRGB0 + SRGB1*alpha)^2.2 , when change to linear blend, it became to SRGB0^2.2 + SRGB1^2.2*alpha . To fix this problem, a lot of textures must been modified, its terrible... So my question is, SRGB space and linear space,which is the correct way to do alpha blending? How did other games solved this problem?