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Specular artifacts on iOS using standard PBR shader on Lightweight render pipeline
I'm getting some problems on iOS with what looks like compression artifacts or floating point precision problems in specular highlights on materials based on the new standard PBR shader, in Unity 2018.3.11 using Lightweight render pipeline.
In the editor the look fine, but not on the iOS device. I've found several mentions of similar problems, but the corresponding issues in the Issue tracker are all marked as solved and offer no advice. Another promising clue to a similar problem seems to be this thread: https://forum.unity.com/threads/standard-shader-material-directional-light-reflection-creates-big-white-artefacts-on-ios.322624/#post-3396136 about similar problems being caused by shader optimization for iOS/mobile reducing floating point precision (if I understood it correctly). However, I don't understand how I would apply their proposed "fix", or if it even applies when using the Lightweight render pipeline.
Any advice or clue how to fix this?