As a Roblox developer, it is currently too hard to display color-accurate textures and GUI on camera-rendered instances using LightInfluence like SurfaceGui, ParticleEmitter, Beam, BillboardGui, etc. No matter what values are used for Brightness or LightEmission or LightInfluence, you can never get the game to render the original image’s colors. This has been reported before (1).
This is the closest I could get:
left:
SurfaceGui with LightInfluence = 0 and Brightness = 2; right: ScreenGui
The property AlwaysOnTop does solve the color issue…
…but at the cost of drawing over everything else, of course. Some new property like
IgnoreLighting or NoLighting that would make the GUI object or particle or whatever instance draw its colors accurate to the texture independent of lighting, or changing the behavior of LightInfluence = 0 to do this, would be immensely useful.
Ideally I’d like this “lighting independent” or “true color” ability for Decal, SurfaceAppearance, Texture, etc. as well, but I understand if this is stretching the ask a bit. It’d be nice, though! There is already a topic requesting LightInfluence for Decals and Textures.
If Roblox is able to address this issue, it would improve my development experience because a game I’m currently working on requires accurate colors for a primary game mechanic.



