Open sample scene.
3 Creating simple VFX with color set to any (for example green (0,1,0,1))
Color of the result in the scene and game is different.
Disabling tonemapping and exposure change nothing.
I’m trying to achieve exactly the same colors without any HDR tinkering, because I want to create point cloud of the current screen and than dissolve it. If the colors mismatch it will be visible that I replaced the scene with point cloud.
EDIT: Made a mistake saying that it fallbacks to default gray texture. The default one in Unity is white. So VFX has this inconsistent behavior where Main Texture fallbacks to gray texture when it is set to None, and it results in tinted color. It is known issue that is postponed at the moment. Its progress can be tracked here.
As a workaround you can assign ‘White1px’ texture to Main Texture slot. Let me know, if it helps!
At first I thought that your solution works, but its not. Here is the result with white pixel. The color got closer to required, but still no way near (0, 255, 0) vs (101, 205, 36).
A-ha, that’s interesting, could you please try disabling Post-Processing in Scene View toolbar and see if anything changes? It seems that I forgot to disable some Post-Processing effects of Global Volume and that was the root cause of the issue. I’ve attached a video showing how to do that. Hope this helps, but if it doesn’t you know where to find me.