Specular color in specular workflow is inverted in URP and has been since the LWRP days. Why?
Either I didn’t understand your point, or I didn’t set things up properly, but from what I see the workflow is the same in all pipelines:
Built-In
URP
HDRP
(Sorry for low quality gifs :/)
- Switch workflow to specular
- Set albedo to 1
- Set Specular color to green
- Create material
- Purple cube (1-specularColor)
Seems like maybe an unclamped lerp has a t of -1?
@Remy_Unity was closed as by design when I reported it.
Ah indeed, in URP I get purple depending on the viewpoint and albedo :
Doesn’t seems like something that should happen, but I don’t have all the informations. I’ll try to poke around internally, do you maybe still have the bug case ID ?
Possibly - been a few years since I reported it, and as a UAS developer I have thousands of things in the system (every asset store release, etc).
I found a corresponding issue : Unity Issue Tracker - [URP] Specular Color behavior does not match Legacy or HDRP
It is marked as fixed since 2022.2.0a8, I quickly tested and can confirm it is fixed in the 2022.2 release stream now.
I’ll see what can be done to backport it.
@Remy_Unity
perhaps someone in Unity should open a PR to the document team, so they document the difference
from what it looks like it’s never going to get fixed ?
see UUM-6959: Disable auto GI mode in URP sample scene by giorgospetkakis · Pull Request #7687 · Unity-Technologies/Graphics · GitHub
@DEEnvironment
I don’t see how the attached link is related.
I did create an internal ticket to backport the fix, it should be pretty quick to do imho and I think it will be tackled soon.