I've been working on a new game with an artist. The assets he's making are in photoshop in srgb iec61966-2 color space. Photoshop's a color managed environment and i can look at what they look like in there and they look right. Then when I export then and run them in the game they are dull. If i convert the asset to my calibrated monitor space, they then look correct in game.
From what I understand the game is not a color managed environment and takes no notice of what color space they were authored in, and does no color correction to account for the difference in monitor colors.
The question is how do you account for the color difference? Do you have to write a post processing shader that takes the montor's calbiration profile and outputs the correct result? Also I'm using Unity, so not sure if there is something like this already.