Banding between lights in deferred renderer

(Figured it out; it’s because Shader Graph treats some values differently than the Lit shader does, eg a smoothness of 0.5 on the regular shader should be like 0.1 on the shader graph… now why it does that is a separate question, but it can be solved).


Looks like this issue is not present on the floor, as far as I can tell from the screenshots. Isn’t by any chance something wrong with wall’s normals?

(nvm; solved it)


And the solution was?

Basically, there’s something strange in the way that Shader Graph treats smoothness values. A value of about 0.1-0.15 in SG smoothness is roughly equivalent to about .5 in a basic Universal Lit (given the same metallic and normal). Might have something to do with sRGB/Linear where a texture is being treated as Linear by Shader Graph but sRGB by Universal/Lit.