Some parts of my characters will be exported as white in psd and I'm planning to tint it at runtime. The problem is that the color I'm getting is different from the color that I set.

So I know, based from the docs that the color is 2x. So I thought that just dividing the color I want by 2, it would be the same but seems not. The right one in the image is a spriterenderer of the image just so that I can have the reference. Is this because of the material? Is there a material that I can use to make the color to exactly what I want? Btw, the way that I change the color of the part is by changing the material color of the mesh at runtime. I tried by just changing the color in the portrait editor but it's just the same.
Oh I see. The problem is that my project's color space is in linear so portrait's gamma does not work. It works now by making project's color space to gamma. Thank you.
Hi!
Since the color is calculated by 2X Multiply, it is correct to apply the value you want divided by 2 as you said.
Is your project's Color Space a Linear Space?
In the case of Linear Space, there may be slightly less accurate color calculation results due to the color conversion formula, and if you do not use a Shader for Linear Space, the error will be quite large.
Please check the following manual for information related to Color Space.
https://rainyrizzle.github.io/en/AdvancedManual/AD_LinearSpace.html
Or check if the Shader you are using is affected by Ambient Light.
The Shader provided by default in the latest version is not affected by Ambient Light, but the Shader in the previous version may have different colors depending on Ambient.
This is covered on the following page.
https://rainyrizzle.github.io/en/AdvancedManual/AD_ChangedUnlit.html
If the issue persists, please leave a comment.
Let us know if there are any rendering-related factors, including the project's graphics settings.
If you leave a comment, we will try to reproduce the issue in a similar environment and find a solution.
Thank you.