Primary Color Shader.
The idea is based on using Blender as a 3D VFX compositing software.
After characters or landscapes have been shot, keyed, and color-graded to a standard color, if they are placed as transparent textures in a 3D scene, even with an "Emission" material, the colors will still go through Blender's color space transformation, becoming AGX or filmic processed.
I hope that the Blender developers can create a "Primary Color" material node, which allows textured objects to retain their original colors while receiving shadows, without being affected by any lighting or color space transformations.
This would save the step of processing the channels with compositing nodes in a 3D compositing workflow.
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