In my game I chose about 500 materials with bright colors as you can see in the small example below: now i am trying to insert a water shaders following this video: I read that I have to add "unity universal material" and convert my old materials. But if I do that all my colors get darker: How can I go about creating that effect while keeping my initial colors?
Are you are aware that if materials differ by some property, you can have just one common material, with a property. For example color. In case like you showed above, it could be just one material, with 3 different colors property.
For example make shader in such way, that it can accept color as an input, when is attached to a material. Then you can have many different colors variations, using single material. Just like default material shader. You also need watch out for draw calls count. If you are not familiar with these, I suggest look up for draw calls keyword.
Thanks for the quick reply! I have made some tests but I cannot understand. I have a material (standard) with rgba (255,0,0,255) I insert "unity universal material" I do Update Project Materials to UniversalRP Material Now i have a material (Universal Render Pipeline/Lit) rgba (255,0,0,255) But this material turns out darker than the previous one. How do I make it the same as the initial one? it's possible?
There may be some differences between rendering pipelines. You may want to pley withe with enviremntal light, if you want make every object to appear brighter, or I would rather suggest to apply material emission. You want to check and compare, whqt will happen in either cases, when you start applying additional lights source. Now you seems using only default scene lightening.