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I have also observed shader-based effects causing issues. For example, sunglasses with solar dye are not drawn correctly when using full HDR rendering (this is the only example I've found using vanilla content). I think it might have to with the color format. Full HDR rendering uses 16-bit floats for each channel (vs. 8-bit unsigned normalized integers in vanilla), so pixel shaders that expect their output to be clamped between 0 and 1 will not work correctly. I would try explicitly clamping the red, green, and blue channels to be between 0 and 2 and the alpha channel to be between 0 and 1.