#I've got all lighting turned off.. I've
1 messages · Page 1 of 1 (latest)
Turned off from where?
Which render pipeline is it?
3D and 2D lighting require entirely different shaders
And since lighting is something that happens entirely in the shader, I'd still like to see what's in the material slot of the problem quad and what are its material properties
Triple checked that this is the specific material that the quad's mesh renderer is using?
Earlier it said it was using Unlit/Texture
Clicking this (instance) should point you to the specific individual material
Just to be sure we don't mix it up with a different one
it was inconsistent because I switched between Unlit/Texture and URP/Unlit between screenshots to see if it made a difference, but it didn't. they all use the same one in both instances.
By "same one" you mean URP/Unlit I presume
If you haven't seen any lights actually reflect off of the problem quad, why do you suppose it's Lit?
when I had it set to Unlit/Texture it was for all 4. when it was set for URP/Unlit it was for all 4. that's what I meant.
I'm starting to think it's something in the procedural generation that's skewing the colors. I'm going to have to dig into it a bit. Don't worry about it in the meantime. If that's what it is, it's my fault and sorry for wasting your time.
I'm not sure how precisely you tested lights against the quad, but if you can confirm they don't actually reflect (and also checking what the ambient light in your scene is), that would narrow your search to the procedural generation
I found it... it was my fault. it was blending the color with a slightly darker color. I'm going to go shoot myself now. (not serious)