Search Issue Tracker
By Design
Votes
0
Found in
2021.3.37f1
2022.3.23f1
6000.0.0b14
Issue ID
UUM-67951
Regression
No
[HDRP] Stack-Lit does support SSS + Metalic
The issue was raised on this forum thread : https://forum.unity.com/threads/metal-on-subsurface.1531339
Steps to reproduce:
1. In a HDRP project, create a new Stack-Lit shadergraph
2. Set the shader to support Subsurface Scattering in the graph inspector
3. Assign a metalic mask texture (or noise, or whatever) to the metalic output
4. Assign a diffusion profile to the diffusion profile output
5. Assign the material (either the default one from the shadergraph, or a new material using the shader) to an object
Actual results: No metallic effect is visible on the object
Expected results: While I can understand that it is not possible to mix SSS and metalic, it should at least be possible to disable SSS and have metalic visible when the metalic value goes over a certain threshold.
Reproducible with versions: All
Not reproducible with versions:
Can’t test with versions:
Tested on (OS): Windows
Notes:
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
- Mono Windows Builds don't produce full log callstacks when generating logs
- AssetBundles fail to load when running in Built Players for Mobile Devices
- UI elements with text gets bigger and grey when Player window is moved to another screen with different resolution
- System name accepts multiline text but crops it on confirmation, duplicates input, and shrinks the field when empty
- UI element scale and position are wrong in project build when DRS is changed with HDR and Software Dynamic Resolution enabled
Resolution Note:
This is not a bug but a feature request, I am tracking it in a separate document