need a way to output a constant from the shaders texture. just the raw diffuse color that has no lighting information in it. sometimes called a surface shader. this could also be an option in the output passes section where object/material ID's are. I just need a way for my textures not to be affected by lighting. flat shading self illumination don't quite work the way they are implemented now, because lighting affects them.
Thank you for your feedback!
We understand the request, however it serves a niche use case and we want to focus on functionalities that will be accessible for a higher percentage of our user base.