This is causing confusion when working with color in UE5, specifically when validating for HDR between different reference materials.
It has also been noted that the color primaries in PAL and NTSC have many values that differ from sRGB primaries.

Steps to Reproduce

Compare and review sRGB luminance coefficient value calculations used in the engine for discrepancies and differences to each other.
There appears to be differing variants of these values for what should be standardized across the board.
As an example: Luma() in LumenReflections.usf and GetLuminance() in Color.h have different values.

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-201221 in the post.

Login to Vote

ComponentUE - Virtual Production - Rendering - Color
Affects Versions5.3
Target Fix5.5
Fix Commit32327634
Main Commit32470705
CreatedNov 27, 2023
ResolvedMar 19, 2024
UpdatedMay 14, 2024