Working on a VR project in 2017.1 with forward rendering, 8xmsaa and renderscale set to 1.2f. Everything is looking lovely and crisp except for materials with high smoothness values. Hopefully the attached screenshot clearly illustrates the issue.
Note that removing all maps and setting the normal map weighting to 0 produces the same result. I’ve also exhausted every combination of mipmap settings.
I’ve read various older posts about how this kind of artefact is because the normal isn’t being normalized in the standard shader or something but after enough digging I think the standard shader calls ‘NormalizePerPixelNormal’ before the metallic and specular passes which does indeed normalize it as long as the shader target >= 30.
I would also like to note that this is much more obvious/distracting within the headset itself than the image below.
Many thanks in advance to anyone who has an idea what this might be and takes the time to reply!
Other details. Linear HDR colour space, auto graphics api, graphics jobs, single pass rendering.