Gray tint on objects when using LWRP

Hi there!

I started making a game in the default setup of unity and was very happy with the look, but then i was told to use Lightweight Render Pipeline if i wanted to be able to play it on my phone.

So i switched, but now the good lighting is gone and i get a ugly grey tint on everything… Is there a way to use LWRP and still get the same light?

The picture on the left is the new ugly one and the one on the right is the one i like.

Thanks in advance!

/John

Hi @astolbon ! I’m not sure if you’re still looking for the answer or not.
The shader in the demo calculates the gradient magnitude in the function sobel().
now this can have a small value, and not zero. You can set “s” to 1 if the power of the output of the sobel filter is within a range that you choose. Alternatively, you can edit the “50” value in the power and see if it helps.

float s = pow(1 - saturate(sobel(input.uv)), _Power);

if(s>_Threshold){
                s=1;
                } else{
                s=0;
                }

,Hi! I’m not sure if you’re still looking for the answer or not.
The shader in the demo calculates the gradient magnitude in the function sobel().
now this can have a small value, and not zero. You can set “s” to 1 if the power of the output of the sobel filter is within a range that you choose. Alternatively, you can edit the “50” value in the power and see if it helps.

float s = pow(1 - saturate(sobel(input.uv)), _Power);

if(s>_Threshold){
                s=1;
                } else{
                s=0;
                }