However, as you can see, the color in the graph is white, but the material preview (and also the final application in the game) is not white, it’s 90% white.
If I switch the material preview from “lit” to “Unlit”, it goes white, so its definitely some sort of exposure / lighting thing going on. I’ve turned off auto-exposure in the scene (exposure settings group and set the min/max brightnesses to 1)
Anyone know how to have this material completely ignore lighting or how to adjust my post process volume to fix whatever’s decreasing the brightness of my material? Thanks!
In case you do need it translucent, there’s nothing wrong with exceeding a value of 1 for emissive.
The object will start to glow.
I think in the new rendering pipeline you automatically also affect surrounding objects without having to enable LPV and dealing with the related volumetric setup for them…
However, a lightbulb would be better represented as a glowing object inside of a transparent shell rather than a glowing transparent shell…
Thanks. The main reason I don’t want to do emissive over 1 is that my actual shader is more complex than a single color, and multiplying it with a value over 1 causes stuff to blow out. I’m really just looking for a 1 to 1 value.
Ok, I bet you that Eye Adaptation is on, and its skewing your end result by messing with the final render…
Afterall, if you stare right a lightbulb you wont see a thing anymore.
That’s probably what is happening under the hood due to the fact the material is Emissive…
came across this today too. i reckon the physically based nature of the renderer does account for this. in the real world, afaik, there is no pue white. unless it’s emissive above the level of 1. jsyk… in the material editor you only get full unlit in the ortho view.
That’s because there are no shadows in ortho view.
Personally I think something is wrong with the engine rendering - and that is possible since they are messing around getting Nanite/Lumen working…