VFX graph Particle Output (Quad) has a default texture sampler build in which can produce wrong colors depending on the MainTexture input state

VFX graph Particle Output (Quad) has a default texture sampler build in which can produce wrong colors depending on the MainTexture input state.

When the output sampler isn’t connected or no texture is set, colors seem to be wrong, sampled colors and alpha seem to be set to a default of (0.5, 0.5, 0.5, 0.5) instead of the expected (1,1,1,1), which results in a wrong multiplier on color and alpha values.
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How to reproduce:
Create a VFX graph, remove default particle texture.
To check difference, check with and without a white texture in main texture input (or texture2D with white texture)

This comes from Shader Lab and the fact that by default No texture indeed default to grey.

You can see that in Shader Graph, you have the option to choose this default value which are also coming from Shader Lab if I’m correct.

I’m with you, and I don’t understand why the default isn’t (1,1,1,1).
Now, sadly, fixing might “ break” the visual of some older VFX if this change is backported.
I know I brought it up to the team and at the time we didn’t align on a satisfying solution.

Will bring this to the table again. Thanks for sharing your Bug/feedback.

I see, it’s quite absurd we have to actually ADD a texture fetch when you want the output to be simply white.
What’s even more absurd is that you have the option between default (texture sample) or a gradient (not sure if this a texture sample or calculated on vertex level), so why no solid color option?

Even more strange is that when creating a shader in Shader Graph, output defaults to white for both the sampler and the texture asset, so why was decided that this particular shader has to have a default (0.5, 0.5, 0.5) color, with a 0.5 alpha on top of it!
excuse me whaaaaaaat

This isn’t just some error, this was actually written down by someone as a default.

SG defaults to white, so why not vfx?, Par exemple:

Any way, thanks for bringing it back up internally again though, really appreciated.
Maybe add this inconsistency to the discussion when bringing it up again, we just finally got rid of the whole 127,127,127 defaults from pre unity 5 days and then some funny person decides to do this.

In the mean time, does anyone know in which template the constructor is located in for the output color, so we can fix this our selves for now?