We have some unlit materials mixed with lit materials, all using the same colors, but the colors do not match on device. This is because “applyPostProcessToneMap” is not set to true in the generated materialX shaders for the unlit materials. Is there a way to set it from ShaderGraph without editing the generated materialX/USD shaders by hand?
def Shader "realitykit_unlit"
{
uniform token info:id = "ND_realitykit_unlit_surfaceshader"
bool inputs:applyPostProcessToneMap = 1 // Defaults to 0
...