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
- Any small change in UI Builder Inspector refreshes Editor Inspector
- Inaccurate Box Collider boundaries on a rotated child Cube when the parent GameObject Scale is non-uniform
- [Android] "SHADOWS_SCREEN" set as shader Keyword when no "_ShadowMapTexture" is bound leads to freeze on a build on some Mali GPU devices
- The global scene list is overridden in a project built with command line when the Override Global Scene List setting is disabled in the build profile
- Global Scenes are not included in the Build when building multiple Build Profiles at the same time
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