I am trying to render the albedo of a mesh with a material, I have managed to get a flat render without lights and shadows by using the diffuse color passe, but the color are not the same as the one used in the material of the mesh.
Here is my setup:
3D view: A sphere (here you can see his material thanks to the viewport shading set to material) and a light (to test if there are shadows in the render
UV / Image:
Each face of the sphere is unwrapped on that square with two colorResult:
As you can see the color are not the same as the one of the UV/Image
Here is a comparison between the color of the image I have used to texture the mesh (on the left) and the color I get from the diffuse color passe (on the right)
Does someone know how to fix that problem or why the color shift ?