I’ve searched extensively but have yet to find a proper answer or solution. My issue seems to be occurring by assigning Nanite to meshes with world-aligned materials. I have tried setting “worldspace” to true in the worldalignednormal node, as well as ticking off “Tangent Space Normal”. I’ve tried having a texcoord plugged in, both for the basecolor and normal, and still the surface always looks wrong. I’m assuming it has to do with the normals being messed up, but it only happens with Nanite enabled, so I’m trying to figure out what the exact cause is, and if there is a fix. Here are a couple screenshots to see the difference.
With Nanite ENABLED, surfaces seem to reflect light in weird spots, and it just looks wrong:
With Nanite DISABLED, everything looks fine:
Any help would be greatly appreciated!! My apologies if this is posted in the wrong place!