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sRGB and import settings

By the end of this page you can fix the most common cause of "mask assigned but effect looks wrong" — import settings.

Why turn off sRGB​

sRGB (Color Texture) tells Unity "this texture is color for human eyes." With it on, Unity applies gamma correction, so the saved pixel value and the value the shader reads differ.

That's correct for colors. But masks are numbers. Gray baked at 0.5 must read as 0.5 in the shader.

Texture typesRGBWhy
Mask (grayscale, values)OffValues must read as-is
Gradient result (color)OnActual visual color
Paint — mask modeOffSaved linear
Paint — color modeOnSaved sRGB
Combiner pack textureOffAll four channels are values
What Mask Maker bakes is already correct

Mask Maker applies correct settings at save time. You only need to verify masks made outside and brought in.

Check and fix procedure​

  1. Select the texture in the Project window.
  2. In the Inspector, uncheck sRGB (Color Texture).
  3. Click Apply. It won't apply if you don't.
SettingRecommended for masksWhy
sRGB (Color Texture)OffSee above
Alpha Is TransparencyOffKeep alpha channel untouched when used as mask data
CompressionNone or High QualityBlock compression clumps channels. Especially packed mask textures see channels bleed into each other
Generate Mip MapsTasteOn = distant edges soften, thin masks blur. Off = sharp throughout
Wrap ModeClampNo reason to repeat outside UV bounds
Max Size512–1024Masks only care about boundaries
Packed textures are especially vulnerable to compression

DXT/BC compression doesn't handle channels independently. R channel boundaries bleed into G — that's where it happens. If a channel-packed texture looks wrong, suspect compression first.

Is UV correct?​

Masks are read against the same UV map as the main texture. If you assigned a mask and the effect appears in the completely wrong place, that slot might be set to a UV channel other than UV1.

Mask Maker bakes using the mesh's UV as-loaded, so masks made in-tool always match the main texture's UV.