There’s actually video evidence of Tobias (and other Mortal Kombat developers) being blissfully unaware of Noob Saibot’s existence in the very game they’d worked on. ‘Hey John, I got your secret character right here.’” “Not only had Ed snuck a third secret character into MK2 behind our backs, it felt like he was poking fun at me by naming it Noob Saibot. “In fact, we were deep into MK3 development and none of us knew anything about a third secret character in MK2. “Many months after MK2’s release in the arcades, rumors began circulating about a third secret character,” Tobias said. But Noob Saibot was a total surprise to Tobias, who didn’t find out about the character until the studio was already well into development on Mortal Kombat 3. Knowing that, you might think that the other half of the creative team would be involved in the character’s creation. Noob’s unusual name, of course, comes from the creators’ last names, Boon and Tobias, spelled backward. That character was Noob Saibot, an all-black version of Scorpion. But Ed wanted to squeeze in another secret of his own. The developers explicitly teased Jade and Smoke in one of the game’s stages, the Living Forest. They made special graphics for Jade and Smoke, two hidden kombatants based on Kitana and Scorpion. This time, however, Tobias and fellow Midway artist Tony Goskie were involved in the creation of Mortal Kombat 2’s secret characters. So for the sequel, he performed it again. “I vaguely remember confronting Ed on it and asking him to please let me know when he adds a secret character or secret anything to the games,” Tobias said in a Twitter thread reflecting on the origins of Mortal Kombat’s earliest Easter eggs.īut Boon liked the trick. Note the setting for sRGB (Color Texture) is unchecked.Image: NetherRealm Studios/Warner Bros. Uncheck sRGB (Color Texture) if it is shown. Select the appropriate Texture Type for the Texture’s intended use. To ensure a Texture is imported as a linear color space image, in the Inspector window for the Texture: See in Glossary textures are authored in a linear space. Unity assumes that GUI textures and normal map A type of Bump Map texture that allows you to add surface detail such as bumps, grooves, and scratches to a model which catch the light as if they are represented by real geometry. This prevents values from the sampled Texture having non-existent gamma correction removed before they are used in the Shader, with calculations made with the same value as is stored on disk. It is also important that lookup Textures, masks, and other textures with RGB values that mean something specific and have no gamma correction applied to them bypass sRGB sampling. This means that for the legacy GUI system, Textures with their Texture Type set to Editor GUI and Legacy GUI do not have their gamma removed on import. Rendering of elements of the Legacy GUI System is always done in gamma space. Gamma Textures with linear rendering for information on gamma Textures in a linear workflow.Linear or gamma workflow for information on selecting to work in linear or gamma color space.Linear rendering overview for background information on linear and gamma color space.To learn how to do this, see Disabling sRGB sampling, below.įor further reading, see documentation on: More info See in Glossary are in linear color space, you need to work in linear color space and disable sRGB sampling for each Texture. Textures are often applied to the surface of a mesh to give it visual detail. If your Textures An image used when rendering a GameObject, Sprite, or UI element. When you select to work in linear color space, the Editor defaults to using sRGB sampling. More info See in Glossary in linear color space when Textures are in gamma color space. SRGB sampling allows the Unity Editor to render Shaders A program that runs on the GPU.
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