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Bright / white border on metallic objects (standard shader)
When I set a material to be something like brushed metal and assign it to a rounded, I get a bright border. It's especially visible when the object is in the shadow, which looks very unrealistic. I use Deferred rendering, Linear Color Space, Reflection Probes and all objects are set up to be static.
If I set the material up to be either full reflective (like chrome) or none at all (like concrete), it looks ok.
Answer by FortisVenaliter · Aug 19, 2015 at 09:08 PM
That's part of the ambient rim lighting for the shader. It's supposed to look like that because it's reflecting a bright sky. In the full metallic one, it is still happening, it's just sharper so it looks better.
What you need to do is add an actual reflection probe in the area, so it knows the bottom and left sides are blocked by the dark blocks and doesn't reflect the sky for those faces.
As I wrote in the description, I have reflection probes in place. The full metallic reflect only the sky in the upper half, which is correct. The lower half of the ones in the shadow is dark, as it should be.
Gotcha. Wasn't sure from the description whether you had actually created reflection probes, or just set the material to use them. I'll try to replicate the problem on my installation now and let you know what I can find.
Okay, I was playing around with it for a bit, and I have two questions:
Did you set your surrounding geometry to static? (it must be to be taken into account for the light probe unless it's set to realtime) If you look at the reflection probe, can you see the dark walls on it?
Can you please post a screenshot of the inspector settings for the light probe, as well as a screenshot of it's location in the scene?
Everything in the scene is set to static, that's also the reason why I don't have any light probes in there, only refelction probes and on those I see the dark walls.
Here is a screen of the position of the probes and the setting:
Do the probe bounding volumes intersect? If the sphere's renderer is set to blend probes, it may be blending between the lit and shadowed probes. Have you tried setting the shadowed sphere's renderer to use only the bottom-right probe in the image? $$anonymous$$ight also read this to see if it helps.
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