How to avoid meshtoonmaterial color modulate diffuse color of texture

the color parameter of meshtoonmaterial modulates diffuse color of texture, and make it white out a bit,in the image, face color is from texture, other part modulated by meshtoonmaterial color set, I want keep the original color and with the meshtoonmaterial shadow, there is a easy to make it ? or to hack shaders to exclude meshtoonmaterial color from final rendering?
any solution? thanks!

Try setting Material.toneMapped on the material…

use toneMapped with renderer toneMapping THREE.LinearToneMapping and set toneMappingExposure gives better look, whole scene is light up though,

I don’t like the toon material shadow on face, so it would be better to control it by using stantard material on face without shadow, and meshtoonmaterial on other part with shadow. it the result after setting toneMap things:

from imageA to imageB , the shadow area on face is smaller, that’s what I want,by changing normal value to make. image result is normal.y *= 0.1,

and

let the fina gl_fragColor multiply outgoingLight ranther plus with it got above result , which is close to my expect .

details in source code : /three.js/src/renderers/shaders/ShaderLib/meshtoon.glsl.js