Hi guys, I have created a simple scene with a MeshInstance3D containing a PlaneMesh.
The material assigned to the PlaneMesh is a simple shaderMaterial.
Shader code:
shader_type spatial;
render_mode unshaded;
uniform sampler2D base_texture;
void fragment() {
ALBEDO = texture(base_texture, UV).rgb;
}
There are no lights in the scene, and the render_mode of the shaderMaterial is set to unshaded. However, the shaderMaterial appears to be lit up, resulting in washed-out colors.
Here is the texture used as the base_texture:
I expect the shaderMaterial to display the colors of the original texture as intended. How can I achieve that?
Thx !