SpecialMesh phong shading is not respected in higher graphics

So long story short, there has been an issue for a long time where the phong shading on SpecialMeshes did NOT respect materials, even though it does on low graphics, or when you add a TextureID to the SpecialMesh.



Place file:Phongus.rbxl (89.8 KB)

Expected behavior

SpecialMeshes should respect the Metalness an Roughness maps of the MaterialVariant, an adjust the phong shading appropiately.
Alternative: Add a property to SpecialMeshes so that you can disable or enable it. (disabled by default on existing ones, but enabled on newly created ones)

3 Likes

Bump? They still haven’t responded nor fixed this issue after 80 days.
:sad:

This has been fixed, kinda?
image

1 Like

This topic was automatically closed 14 days after the last reply. New replies are no longer allowed.