System Information
Operating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits
Graphics card: AMD Radeon Pro 580 OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.20
Blender Version
Broken: version: 2.81 (sub 16), branch: master, commit date: 2019-12-04 11:32, hash: rBf1aa4d18d49d
Worked: (optional)
Short description of error
The "Base Color" property of the Principled BSDF shader is not shown nor editable when a texture node is linked to the Base Color input. However, when exporting, the base color is still used instead of white.
Exact steps for others to reproduce the error
As a workaround for every single object before exporting, I need to disconnect the Base Color texture node, set the Base Color to white, then re-connect the Base Color texture node.
I would expect the base color to export as pure white whenever a texture node is connected to it, so that there is no unexpected non-texture tinting.
See attached screenshot of the problem material in Unity. See attached video for the workaround that is needed to fix each one.
