I don’t know is it a bug or is it how HDRP suppose to work? In StackLit shader I can’t use simultaneously:
Specular workflow with Subsurface Scattering. They work separately, but when turned simultaneously - specular stop working and the shading model looks like default Zero Metallic.
Using Unity 2019.3.11, HDRP 7.3.1
Hi, you can’t use metal with subsurface scattering (it isn’t supported in the shader, SSS are only for dieletric material).