wait scratch that. Can I get someone to double-check the reflections with a material that uses a graph-based shader? Set the material albedo to white, metallic to 1 and smoothness to 1. Make sure you have a skybox or reflection probe or whatever that's got enough contrast to show straight edges for ease of visibility. This is what I'm getting. On the quad it's easy to see the normals aren't aligned along the edge, on the flat plane it's distorting the reflections (it should appear as a nice mirror surface). I was going mad trying to do an ocean with high smoothness and the reflections being all over the place, I thought the geometry (sphere, cylinder) was buggered but it's something in the shader as it won't do that with the standard lightweight shader. It's not something like setting default blue as 127 or 128 out of 255/256?