#Noise/dithering visual artifact on metallic materials
1 messages · Page 1 of 1 (latest)
Did the material have render face: both?
No, just front
I believe the artifact is from SSAO
It doesn't usually appear on flat surfaces, but I suspected inverted normals could've been related
I would toggle SSAO off to see if that confirms it, and then try to tweak its settings and compare types of materials and meshes where it happens, if you need SSAO
Where may I find that option?
The active Quality level's associated URP Asset's associated Renderer asset
I don't see that option
Where are you looking for it
That's the URP asset
You see its associated Renderer at the topmost field
Ooh ok. Yeah, disabling it fixed it.
Setting to intervaleted gradient method works fixes it too
I wonder if the problem is related with how much the material reflects stuff?
I don't think it should reflect thaaat much
Even with smoothness set to 0 it reflects a lot
Seems likely
Lit (PBR) materials are supposed to become more reflective at glancing viewing angles (or normals, technically)
But that is more than glancing, as the reflected color goes into totally solid gray
Which to me suggests the normals are bending more than 90° away from the camera
That can happen with angular meshes which are smooth shaded
Can I do something about it?
It seems like I'm not the only one that has encountered this problem https://discussions.unity.com/t/new-ssao-method-blue-noise-artifacts/890543
Thank you tho
You can make sure the asset has good vertex normals and/or normal maps, and improve them if they're causing distortion
I see these extreme SSAO artifacts pretty regularly, but not personally so I have never been able to test to determine what causes it
Seems like only some users encounter it