The selected glowing patch is a color chart that has an unlit material, how to stop it from emitting light?
Some settings for the material and the geometry:
As far as I know, this’s the only way to use unlit material.
And an additional piece of information is that I turn off all the delta lights (point, directional, spot) and use only the area light. Much like the offline rendering way.
It does help! But still not what I want.
What I am trying to do is to do a test for the texture color space setting and tone mapping related stuff. And the color chart texture is published from X-rite as a standard reference and I want it to be displayed exactly as it is stored in the file and not go through any shading or lighting calculation.
Just like a pixel shader that read from texture and then outputs the texel value directly. I think I can add a shading model in a ush file that does exactly like this but before dive into that level of complexity, is there any easy way to do this?