How to stop a unlit material emitting light in the scene

Hi guys,

This may seem like a stupid question but I cannot make the unlit material work properly. Check the screenshot below:


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:
cbmat
geoset

Thanks in advance.

Hey @joeyskeys! Welcome to the forums!

Do you mind sharing the properties of your material? For example, might you have accidentally plugged something into the emmissive parameter?

Any additional specifics or information you provide can go a long way in solving your problem!

Hi @Quetzalcodename, here’s my shader graph, nothing special but yes the emissive plug is used

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.

Hey @joeyskeys!

Ah I see. I would try using a multiply node between you emissive color node and your texture sample so you may adjust the brightness of your emission.

I hope the above is the solution you need!

Hi @Quetzalcodename ,

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?