Search Issue Tracker
By Design
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.
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Required SpriteMask class (ID 331) is stripped when "Strip Engine Code" is enabled
- “Maximized serialized file backup not found” error is thrown when minimizing a window in a newly opened project
- Build stack trace contains invalid lines when building with IL2CPP using scripts with delegates containing generic types in the signature
- Entities Systems window has a “Show Full Player Loop” dropdown which does nothing when clicked after enabling “Show Full Player Loop”
- Entities Hierarchy Search “Show/Hide” button’s Lens Icon is blurry when the Editor is on an external monitor
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