Alpha channel is impacting the RGB color on a standard surface.
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I'm running into a strange issue where when I use an image with a non-filled transparency layer, the transparency seems to impact the RGB that's being output to a standard material. In the example below, the RGB channels should cause the eye to be a solid white but it appears to be gray when using the file with a non-solid alpha channel. If I edit the png and fill in the alpha channel to a solid white, it renders correctly. This is confusing because I'm only attaching the RGB channels to the color in the standard material so the alpha shouldn't be having and impact on the final render but it obviously is. Is there a way to fix this?
The Alpha layer of the image is currently being used to map roughness. I can split that data out into its own file and create pngs with solid alpha but I'm wondering if this is a known issue or if there's a way to get the RGB base color to act as it should. Below I've included the .png files themselves as well as renders showing exactly the issue I'm asking about.
Here is the render when using a .png that has an alpha channel that isn't solid.
Using image with Alpha variance
Here is a render where the alpha channel has been filled in .png file to make it equally fully opaque throughout.
Using image with solid Alpha
This is how it is set up. I have turned the specular weight down to 0 to make it easier to see what's going on.Hypershade
Both the png with a non-solid alpha as well as solid alpha appear identical on the material viewer in hypershade
Material Viewer
If there's anything I can clarify, I'm happy to do so. Thanks!