I used PBRCustomMaterial and customized surfaceAlbedo in the Fragment_Custom_Albedo function, but the sampled color ended up being the equivalent of a lighter map color
customMaterial.Fragment_Custom_Albedo(`
vec3 dayColor = texture2D(dayTex, vUV).rgb;
vec3 nightColor = texture2D(nightTex, vUV).rgb;
vec3 mixColor = pow(mix(dayColor,nightColor,dissolve).rgb,vec3(2.2));
// vec3 mixColor = mix(dayColor,nightColor,dissolve);
surfaceAlbedo.rgb = mixColor;
`)
chatGPT gave me the answer and let me do this
vec3 mixColor = pow(mix(dayColor,nightColor,dissolve).rgb,vec3(2.2));
After this,it works very well, the color and texture after sampling are almost the same
Is this the right solution?