Presence of Vertex Color Node in Sprite Shader Graph Always Tins the Entire Sprite

I have a sprite shader consisting of a diffuse component and a specular component that are added together. The diffuse part is multiplied by the vertex color so that the sprite can be tinted, but the specular part is not, so that it always reflects the light color without any tint. However, it seems that simply placing a vertex color node in the graph causes the final image to be multiplied by the vertex color, even if the node is not connected to anything.

The full shader:

A sprite with a red vertex color and unwanted tint in the specular part in the middle, which should be white:
5124977--506390--BadTint.PNG

Try lerping instead of adding in the end when you combine. Something tells me thats the source of the issue. And reflections shouldnt be additive to begin with, if were talking about real world physics.

So it turns out that sprite shaders don’t utilize the vertex color node at all and instead simply multiply the final output by the sprite color. The vertex color meanwhile is always white. I’ll use the normal unlit shader from now on, since it does allow me to get the sprite color using the vertex color node.