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Help Wanted Shader graph specular highlight not visible on large objects in Android.

Discussion in 'Shader Graph' started by davidcox70, Jun 19, 2019.

  1. davidcox70

    davidcox70

    Joined:
    Oct 19, 2016
    Posts:
    29
    Unity 2019.1.7F1 LWRP 5.16.1 Shader Graph 5.16.1

    I created a material using the shader graph and specular workflow, with the LWRP. I found that the specular highlight was visible in the Unity editor, but not when I deployed my game to Android (Samsung Galaxy S8 G950).

    On further investigation, I found that the issue was specific to materials created with the shader graph and applied to large objects. My game is for VR and includes a mesh that is similar in size to a standard sphere with scale set to 6000.

    I found that if I reduced the size of the mesh, the spec highlight would re-appear. I also found that it worked fine without reducing scale if I used the standard LWRP>lit shader (i.e. not using the shader graph).** Edit - see below

    This was true no matter what the light source type was (directional / spot / point) or where that light was located.

    As I cannot reduce the size of the object further due to this being a VR game and would like to use the shader graph, are there any fixes for this?

    Thanks.
    DC

    **EDIT. I have now seen this behaviour in a normal LWRP>lit shader - i.e. not using the shader graph. So I have asked the question outside of this shader-graph forum here:
    https://forum.unity.com/threads/lwr...hlights-on-android-with-large-objects.698249/
     
    Last edited: Jun 20, 2019
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