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Fixed in 7.1.1



Found in [Package]



Issue ID




[iOS] [LWRP] Rounded cubes has graphical artifacts when setting PBR shaders smoothness about to 0.65 in ShaderGraph

Package: Scriptable Render Pipeline Universal


How to reproduce:
1. Download a project from the link the comments
2. Build for iOS and deploy the Xcode project to the iOS device

Actual: Rounded cubes have graphical artifacts (see the attached screenshots)

Reproducible with: 2018.3.12f1, 2019.1.0f1, 2019.2.0a11

iPhone 8 Plus (iOS 12.1.2)
iPhone 6 (11.3.1)

Note: Reproducible with OpenGLES3 and Metal

Comments (5)

  1. unity_MyWwvGAFstre6g

    Aug 13, 2019 18:23

    I've had this issue as well. It applies to all devices, all versions of the shadergraph, all versions of unity. It was tested about 2 months ago.

  2. henti

    Aug 07, 2019 11:52

    I saw in the changelog that this issue was fixed in LWRP 7.1.1 but as far as I know it will only be available in Unity 2019.3 but that's still a long way down the road as 2019.2 has just been released. Is it planned to implement this fix in the 6.9.x branch as well so it could be production-ready much sooner?

  3. Abruzzi

    Jul 16, 2019 12:36

    Yeap! I have same problem. If I make a simple PBR Graph(with all maps: base, normal, occlusion, metallic) then in Editor it works identically "Lightweight Render Pipeline/Lit" but if I build it on iOS then materials which use my shader "PBR Graph" will be much lighter, looks like to much specular.

    My project setup: LWRP 6.7.1+, Unity 2019.3.0a8(but the problem was earlier), Linear color space, iOS(metal)

  4. lostminds

    Jul 09, 2019 06:36

    There's a forum thread about this with more details:

    I think it's more of a general problem with specular precision in shader graph materials, and not specifically about smoothness 0.65. It also seems it's both on Android and iOS, and it's still there in Unity 2019.2b6, LWRP and Shader graph v 6.7.1

  5. lostminds

    May 18, 2019 12:54

    I've also had a lot of problems with this, see

    In my experience it also seems to be related to camera field of view, as using a camera with low field of view makes the specular problems much worse.

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