Search Issue Tracker
By Design
Votes
0
Found in [Package]
7.6.0
Issue ID
1347002
Regression
No
[HDRP] Completely black specular color and base color still reflects specular light at an angle
Reproduces in both the Shadergraph and handwritten versions of the HDRP Lit shader.
Repro steps:
1. Create a material, set the shader to HDRP/Lit
2. Set the Material Type to "Specular Color"
3. Set the base map color to black
4. Set the specular color to black
5. Set the smoothness to 0.8
6. Put the material on a sphere in the scene
7. Move the camera around the sphere
Expected result: the specular highlight is completely black (not visible)
Actual result: the specular reflected light is bright white when the light is reflected at an angle (see attached image)
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
- [Android][Sentis] Human poses are not detected when using the BlazePose model
- Sprite Editor Outline Tool Overlay is not displayed when no Sprite is selected
- “No method with RuntimeInitializeOnLoadMethod attribute” warning from ReadmeEditor.cs is thrown after installing Project Auditor Rules
- Projection matrix is altered when using RasterCommandBuffer.ClearRenderTarget on DX12 and Metal
- Entities Hierarchy window allows Cyclic nesting and throws an “ArgumentException: Cyclic nesting detected” error when dragging a Prefab onto the same Prefab in the Entities Hierarchy
Resolution Note:
Specular occlusion can be used to kill the indirect specular lighting, but direct specular even with a spec of zero will have fresnel effect.