Polyspatial Lighting Node - Unlit - Pure Black - 1.0.3

Hello! On the latest polyspatial release 1.0.3. I have a pretty basic unlit shader graph.
Set up polyspatial lighting node with Base Color, Metallic, Smoothness. It appears as pure black in editor (play mode) and in the VisionOS Simulator using Play with Device.

It appears that the emission input on the polyspatial lighting node is taking priority over everything else? When I change that to white, or apply the texture, it shows up as a flat emission texture with no lighting.

Is their something I’m doing wrong or is the node bugged?

Emission is basically just added to the final result of lighting, so it’s not surprising that setting it to white will result in a flat white color.

There’s a known issue with using the PolySpatial Lighting node in Play to Device that we will be fixing in a subsequent release. However, it should work in a normal (non-Play to Device) visionOS build or in editor play mode, provided you have a non-black MainTex/MainColor in that material and have 1-4 lights set up with the properties described in the docs.

If you submit a bug report with a repro case and let us know the incident number (IN-#####), we can take a look and see what might be going wrong.