As you can see in the screen capture above, I use a StandardMaterial, and set “Disable Lighting” be true. So I was expecting the color I set for emissiveColor should be the same color I would see in the scene, since it is a flat shading. However as you see, the rendered flat color is only (127, 0, 0).
I also tried PBRMaterial with “unlit” option turned ON, still same result. Also tried link an image texture to the material, still getting a way darker shading.
You can see I set the environment “clear color” to (255, 0, 0) too and looks the environment color is rendered correctly.
I suspect this is a color space issue but no ideas how it works. Or any other root cause?
Actually those toLinearSpace() and toGammaSpace() does work - but only on greyscale values, which is gamma is getting affected. But won’t do anything on any 255 (or 1.0) colors.
For example in my sandbox, if I change the emissive color to a value less than 1, then toLinearSpace() and toGammaSpace() will work. But unfortunately for my case, even a pure white color is rendered as a grey color. So my case might come from another root cause.
Just an update: turns out this is due to my package local building issue. After rebuilt the scene the issue is all gone. Sorry for the false alarm. All good now!