Eye dropper color picker inconsistency between Normal and Debug Inspector modes in Linear Color Space
Describe the bug When using UIEffect's Gradation feature in a project with Linear Color Space, there is a significant color discrepancy when using the Eye Dropper tool in the Inspector.
The color picked in the default Normal Inspector mode is incorrect (shifted/darker/brighter), while the color picked in the Debug Inspector mode (using the exact same eye dropper) is correct.
Environment
Unity Version: [e.g., 2022.3.62f1]
UIEffect Version: [e.g., [5.11.7]]
Render Pipeline: [e.g., Built-in / URP]
Color Space: Linear
UI Render Mode: [e.g., Screen Space - Overlay / Screen Space - Camera]
To Reproduce
Create or open a project set to Linear Color Space.
Add a UI element with the UIEffect component attached.
Enable Gradation Mode and set Gradation Color Filter to Replace (or any other mode).
In the Normal Inspector mode, click the color swatch for Gradation Color 1 or Gradation Color 2 (HDR colors) and use the Eye Dropper to pick a color from anywhere on the screen.
Observe the rendered UI color. It appears incorrect (color shift, incorrect brightness).
Switch the Inspector to Debug mode (Right-click the Inspector tab -> Debug).
Use the Eye Dropper on the raw Color property in Debug mode to pick the exact same color from the screen.
Observe that the rendered UI color now looks correct.
Expected behavior The Eye Dropper in Normal mode and Debug mode should yield the same color values and render identically in Linear Color Space.
Actual behavior The Normal mode Eye Dropper applies incorrect color space conversion (likely interpreting sRGB values as Linear or vice versa), resulting in a visually different color compared to the Debug mode Eye Dropper, which writes the raw sRGB value directly to the serialized property.
Additional context / Suspicions This seems to be an issue with how the custom Editor script handles HDR color pickers in Linear Color Space. The Normal mode UI might be performing an extra Gamma-to-Linear conversion that the Shader is not expecting, whereas Debug mode bypasses this editor-level conversion.
Source: mob-sakai/UIEffect