I’m working on a terrain scanning effect based on a number of common tutorials. I have an input parameter for the effect color (an HDR color with a fairly high intensity). When I plug the color parameter into “Base Color”, the color shows up. If I plug the color parameter into “Emission”, the value is ignored. The effect is rendered with the base color. I’m guessing this is a configuration problem on the Material or Shader Graph, but I’m not seeing it.
Why is the emission setting being ignored?
Here is the material…
Here’s the shader graph with the color plugged into “Base Color”…
Here’s the shader graph with the color plugged into “Emission”…
The difference is that the unlit color output will write that color to the screen “raw”, while the emission output takes in account the camera exposure.
You can work around this by using the “Exposure” node and set the “Exposure Weight” to 0:
Interesting. Thanks for the workaround. I’ll try it.
Adding the Emission Node worked, but the effect wasn’t getting bloom applied, presumably because the Exposure Weight was 0. Not quite what I was looking for.
I switched to a Lit shader, removed the Emission Node, hooked the color property into Emission, and turned off “Preserve specular lighting” in the material. That produced the look I wanted.
If the color is not an HDR color, the output with the Exposure Weight at 0 is that color on screen.
But it will still lack the “overshoot” value needed for bloom, you can increase the color intensity by using the emission node “Intensity” value.