Added a vanillalights.json with "proper" color values. (Proper in quotes due to the hue might be off what Mojang considers their art direction for these lights. This is closest I could find to how the lights were before this update.)
Edit: As said before, this is in a protected directory. I highly suggest against using the file, but provided it for those who don't mind the possibility of borking their windows install to fix a few torches/lanterns/rods. It's also provided to show mojang this is the root of the issue. (this file making these lights appear white, not any third party addon like a resource pack being the issue.)
Nepnep, under normal operations of Windows, you cannot modify where that file is installed at (WindowsApps) and doing so can break apps that use the Trusted Installer profile (Even a copy/paste overwrite is forbidden by default in Windows). For example, my Xbox games app broke and I needed to do a clean install of Windows to fix the file integrity after giving my user permissions to modify files in WindowsApps directory.
It seems the file in {PATH}/data/renderer/vanillalights.json controls these point lights (except soul variants). This is an unmodifiable area and all color values are set to #FFFFFF which would be white light. If we give ourselves permissions to edit files in WindowsApps directory (where this file resides in a default install) we can change the colors properly. By chance is this going to be an editable value in the future with a resource pack?
I didn't experience this issue until upgrading my CPU. I don't know if it's related but my old 4 core 2200G never had the game crash when trying RTX, now with my new 5600, I have only been able to load a world in RTX once. Every other time, the game either falls back to DX11 (No RTX) or just crashes to desktop. Nothing else on my PC changed, just a CPU swap.
Old CPU: Ryzen 2200G (4 core 4 thread [email protected]) - no issue
New CPU: Ryzen 5600 (6 core 12 thread [email protected]/4.4Ghz Boost) - cannot load RTX without crashing 90%+ of the time.
This also affects the Deferred Rendering toggle currently in the previews, since it's the same key. Since it's more than likely a similar change I don't think it would deserve it's own ticket, but this will affect more players who use ; once Deferred Rendering goes to live.
I do hope this issue gets resolved soon. I'm tired of having Bedrock having different movement keybinds than the rest of my games. The alternative options for lefties don't work that well for me. WASD feels clunky as a lefty, IJKL puts your hand too far away from ctrl, and arrow keys feels too 90s.