Call SRGBToLinear in Bloom FragPrefilter Pass
I fixed the Bloom Effect implementation: Calling SRGBToLinear() in the FragPrefilter Pass is missing.
This change makes Bloom Effect maintain the same appearance regardless of the Unity's Color Space setting (Gamma or Linear).
Details
The Bloom threshold is in Linear Space.
https://github.com/Unity-Technologies/PostProcessing/blob/d4eb22934ea7d1804e66af80d02bb4295e499781/PostProcessing/Runtime/Effects/Bloom.cs#L124
On the other hand, Bloom FragPrefilter does not convert to Linear Space.
https://github.com/Unity-Technologies/PostProcessing/blob/d4eb22934ea7d1804e66af80d02bb4295e499781/PostProcessing/Shaders/Builtins/Bloom.shader#L31-L41
The UberShader Pass calls LinearToSRGB().
https://github.com/Unity-Technologies/PostProcessing/blob/4bfd2efbd3c43bcb62ba3b3dd40152fcfc1598c1/PostProcessing/Shaders/Builtins/Uber.shader#L233-L237
It means that the Linear Space Threshold is compared with the SRGB Space RenderTexutre when UNITY_COLORSPACE_GAMMA is defined (Unity Color Space: Gamma).
I fixed this implementation so that the Bloom Effect works properly even if UNITY_COLORSPACE_GAMMA is defined or not.
Results
Before (v2 branch)
The intensity of Bloom is changed by Unity's color space setting (Gamma or Linear).


After (this branch)
It maintains the same appearance regardless of the Unity's color space setting.


The original image belongs to the following site. http://www.humus.name/index.php?page=Textures&ID=18
@Chman Would you please review?