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Votes
0
Found in [Package]
7.6.0
Issue ID
1352442
Regression
No
[HDRP] Anisotropy and Iridescent material's "metallic" value jumps around 0.984
Repro steps:
1. Use a project with HDRP
2. Create a new HDRP/Lit material, put it on a sphere in the scene, set the "Material Type" to Anisotropy
3. Set the material's smoothness to a high value (9 to 10)
4. Set the metallic to 0.9839
5. Set the metallic to 0.984
6. Set the metallic to 0.9841
Expected result: metallic changes continuously between 0 and 1
Actual result: values greater than 0.984 have no diffuse reflectance whatsoever: values at around that value and slightly lower have a fair amount of diffuse reflectance, with no way to get an amount between that amount and none.
Note: this only reproduces with Anisotropy and Iridescent materials: a material type of "Standard" will not have this issue.
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Resolution Note:
In deferred, anisotropy and iridescent materials store metallic value on 5 bits in the gbuffer, which explains the jumps in values.
You can use the forward rendering mode to bypass that issue