thank you for the response!
yeah, i'm using urp, unity version 6000.0.44f1. all my materials use sprite lit shaders. my lighting setup is a bit custom (i wrote it myself), but i don't think that should affect pixel replacement through shaders. also i should mention that i use volume
i tested it again in a fresh urp project with the same unity version — results r the same. the skin materials don’t work unless i set the range in the shader to 0.01. even then, some materials still feel like they're giving the wrong skin tone tho im not sure. and if i try values like 0.1 or anything smaller than 0.01 (like 0.001), it starts behaving really weird.
i’m not super deep into shader graph, but i’m guessing that range acts like a kind of threshold for color matching? either way, it’s inconsistent right now.
i actually dk what causes this strange behavior but i was planning to integrate your awesome assets (i also bought the eyes shaders both character and farm) so it better to work as intended without user modifications right