illwieckz, we have been talking about totally different groups of shaders. The ones I'm concerned about are ones that use blending in some way. These would include any multi-stage shader (unless it's just multiplying the lightmap) and any translucent shader. Shaders that use blending are the ones that have the potential to look massively different depending on the rendering pipeline. The ones you have shown here are single-stage opaque shaders, but with use of multi-texturing: normal, specular and glow maps. These can look slightly better or worse, but generally I assume that they will still be acceptable in both rendering pipelines. Indeed, the translucent medistation cross shader's appearance differs most between the rendering pipelines.
Here's a couple of translucent shader examples that are definitely wrong with linear blending. We have glass that is too dark on Vega, and the atcshd forcefield looking wrong. The plat23 forcefield is bad too.
unvanquished-vega-water-plants.jpg
unvanquished-vega-water-plants.jpg
unvanquished-atcshd-forcefield.jpg
unvanquished-atcshd-forcefield.jpg
I hope we won't release sRGB-aware map builds with a bunch of shaders that are broken because they haven't been migrated to the new color space. The linear colorspace is a very nice technical achievement, but players will see it as a bad thing if we ship defective assets.
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