Mesh only showing vertex colors up close

I’m new to Unity and I’ve been following cat like coding’s tutorial on generating a hexagonal mesh, only I’ve gone with a URP project. Since the standard shader doesn’t work with URP, I’m using a simple material graph that maps the vertex color node into the albedo:

I’ve used the default template so my world is lit via a directional light. However, when I look at the mesh, its completely grey. What’s more, if I zoom in I can see the tiles with their appropriate colors:

I’m guessing I’m either misunderstanding lighting, or have done something wrong with my shader graph. Any thoughts on how I might get the color to show up more consistently?

Nevermind it appears that there is a fog turned on by default. Disabling it shows the correct colors!