Hi,
We are struggling with materials and lighting.
It seems that vision os automatically provide reflection probe with environnement (as AREnvironementProble does) but it has the same bug. Smoothness is forced at 1 in this case so everything is ultra shiny.
Can we desactivate the environement probe? how to configure materials for a correct lighting?
Thanks a lot for any information !
What kind of material are you using? Is it URP/Lit, for example, or a shader graph material? It sounds like you’re talking about the image-based lighting on visionOS (which either comes from the device cameras or, in the simulator, from an environment map). There’s also a “system IBL” component (a fixed pattern of highlights) that can be controlled using the VisionOSImageBasedLight[Receiver] components. If you don’t want to see reflections, have you tried setting the Metallic property to zero?
If you submit a bug report with a repro case and let us know the incident number (IN-#####), we can take a look at what you can do differently.
Ok so I want to use different reflections than one from the environment, I have to use the VisionOSImageBasedLight component, will try !
In general, I had to divide by 2 my smoothness on any component. It’s surely Metal behaviour.
Will try, thanks for clarifications !
The one limitation of using that component is that there are two sources of reflections: one from the device cameras (which you can’t change) and one “system IBL” (which you can change with the VisionOSImageBasedLight[Receiver]). The system IBL is a fixed pattern of white highlights when the immersion dial is turned down (i.e., when you can see the world around you), but it contains the simulated environment when you turn the immersion dial up (so that you see the simulated backdrop, like the moon).
Another option, if you want something that reproduces the Unity renderer’s lighting (and uses its reflection probes, rather than the camera reflection map), is to use a shader graph with the PolySpatial Lighting node. If you use that with an Unlit shader graph target, you can totally bypass the visionOS image based lighting.