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Standard shader's specular on iOS has artifacts

Discussion in 'General Graphics' started by John1515, Aug 23, 2017.

  1. John1515

    John1515

    Joined:
    Nov 29, 2012
    Posts:
    248
    I posted something similar earlier, but now I made a test with a scene from scratch.
    This is the standard shader on a standard sphere in a standard scene.
    The higher the smoothness values, the worse the specular effect looks, you start to see polygons in a strange way. This does not happen on PC/MacOS.
    Is this a known problem with the standard shader? Is there a way to avoid it and get a nice highlight? My car shows up ugly because of this.

    screenshot on iPad:


    Another example comparing specular highlights on iOS with the editor on a car model:

     
  2. tomaszek

    tomaszek

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    Jun 18, 2009
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    3,862
    Sorry, I'm not expert in mobile field. PBR lighting is part of Unity's pipeline and I don't touch it in my assets. What I do is to build additional features on the top of it (UBER features built on the top of Unity standard shader).

    To help you might ask on Alloy thread or Marmoset - esp. Marmoset has shaders that could work better on mobile than Unity standard shader.

    Tom
     
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  3. den3d

    den3d

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    Nov 23, 2014
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    @JelmerV I have the same issue :(
    Maybe this is because of "Unity ARKit Plugin" settings?
    Did you found solution?
     
  4. John1515

    John1515

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    Nov 29, 2012
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    I switched
    I switched off specular all together and included a sun in my relefection probe :)
     
  5. den3d

    den3d

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    Nov 23, 2014
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    Seems Unity has a bug on Specular lighting at least on iOS platform.
     
  6. den3d

    den3d

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  7. SunnyChow

    SunnyChow

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    Hello in 2018
    (i mean i still get this bug in 2018)
     
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  8. Steva

    Steva

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    Sep 9, 2010
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    Ibexius likes this.