I have a texture that represents vertex positions, i want to modify it to bring values to needed range, but when i multiply it i don’t get the values i expect. Input gray color is 128, but after multiplication by 2 i get 176 instead of 255.
After some playing around i found out that color is treated differently compared to regular float inputs, however no matter what i try i cannot make it treat color as vector4.
How do i multiply color (128, 128, 128) by 2 to get color (255, 255, 255) in URP Lit Shader Graph?