I'm making a scene that's intended to imitate solid-colour vector art, to use as a background for 2D animation, so it's essential I don't have any unwanted shadows/light bounces.
The best method I've found to do this is to remove shaders altogether and just put the texture node directly into the output. However this doesn't let me use alpha, which I need for some objects. Using an emission shader also doesn't allow for alpha.
See in the image, the circled lighting breaks the 2D flat shaded illusion. (Rendered in Eevee)
Is there a way I can either plug the alpha into the direct texture output OR fully remove shadows being received by an object?
(The reason I don't remove lighting from the scene is because I have some metallic objects with a color-ramp that require lighting, and without them the objects I need help with become dark.)
TDLR: how to do fully flat shading with alpha applied?