Hello! I’ve been working on a glass material that I want to work in VR, using forward shading.
The material looks exactly how I want it in the material editor as well as the blueprint editor, but as soon as it’s in the scene, especially in the build, something goes wrong.
First it went black and stopped being shiny at all, but after tweaking metallic values and specular values it turned really white instead. I’m using the translucent blend mode and surface translucencyVolume as lighting mode. Should I use surface forwardShading lighting mode instead?
Why is this happening?
material graph