Quick answer: Set color textures to sRGB and data textures (normal, roughness) to linear, render lighting in linear space, and apply gamma correction at output.

Washed-out colors are almost always a color-space mistake: sRGB and linear data mixed up. Setting them correctly fixes it. Here is how.

How to fix it

1. Mark textures correctly

Albedo and color textures are sRGB; data textures like normal, metallic, and roughness are linear. Flag each texture's color space in its import settings so the shader reads the right values.

2. Light in linear space

Lighting math must happen in linear space, not gamma, to be physically correct. Enable linear color space (or the equivalent) so lighting accumulates correctly instead of looking washed out.

3. Gamma-correct the output

Convert the linear result back to sRGB at the final output. Missing this final correction makes the image too dark; doing it twice makes it washed out. Apply it exactly once.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.