Standard Lite's Specular Lightprobe Hack has Pinhole and Washes out
Kitto Dev
The Standard Lite shader, used for Mobile/Quest avatars and worlds, has a strange pinhole-like lighting issue that has been there since the standard lite shader got updated with the function, and at certain angles, washes out most of the colors on the whole material, then at other angles. I believe this is a bug with the shader.
The angles depend on the direction of the scene's Directional Light and how you look at the object itself. The visibility of this pinhole also depends on the Smoothness set on the object. Most of the time, the pinhole is gone when the smoothness is set to 1 in my experience, but I think it's mostly noticeable when set around 0.4 or 0.5.
In the included attachment, I used 0.5 since it seems the most visible at that value.
Also note that the pinhole completely disappears and the colors are not washed out if Specular Lightprobe Hack is disabled.
This issue can easily be recreated in Unity. All you need is a cube with a Standard Lite Shader and the default Directional Light. You can see from three angles that I've shown in the included attachment image. It shows what the cube should look like from the shadowed side (using Unity's Standard shader), and 2 angles with the pinhole effect caused by the hack in the shader.
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