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)

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