Greetings,
I am having some problems with lighting in a project I am working on. I created a shader for an effect I wanted to achieve. For some reason when I use my shader I get a whitish tint to the colors, even if I assign a color directly to the Albedo property. And this happens only when I am using a ShaderMaterial with any shader. If I use the spatial material, I see no such tinting.
This is how it is supposed to look:

This is how it looks when I do it through a shader. As you can see it is washed out as if bleached.

I tried reducing the Energy of the ambient light in the global environment resource, but that only made the image darker.
.
It is still washed out compared to the SpatialMaterial:

I also tried adding a render_mode unshaded; to the shader, but again the bleaching is there. The only thing that did was to make the shader to ignore the ambient light energy.
Here is a project that shows the issue: https://drive.google.com/file/d/1f_ha-xTnsXLT7xLM9Aq5GXUR-EOYwl9a/view?usp=sharing. I am using Godot v3.1. stable.
Does anybody know why this is happening?