0 votes

I used
a shader that takes a texture with a viewport as an albedo parameter. But the picture comes out in the wrong colors.
How can I get the correct colors?
Using pow brings the colors closer to the correct ones, but the difference is still clearly visible.

shader_type spatial;
render_mode unshaded;
uniform sampler2D texture_albedo;

void vertex() {

void fragment() {
 vec2 base_uv = SCREEN_UV;
 vec4 albedo_tex = texture(texture_albedo,base_uv);
 ALBEDO = (albedo_tex.rgb);

enter image description here

in Engine by (24 points)

Please log in or register to answer this question.

Welcome to Godot Engine Q&A, where you can ask questions and receive answers from other members of the community.

Please make sure to read How to use this Q&A? before posting your first questions.
Social login is currently unavailable. If you've previously logged in with a Facebook or GitHub account, use the I forgot my password link in the login box to set a password for your account. If you still can't access your account, send an email to webmaster@godotengine.org with your username.