problem with the specular reflective light of the PBR material used for my own avatar
kkclint
The specular of the PBR material used for my avatar does not appear in the camera.
You can see the problem with the green car fixed in the world by the avatar gimmick in this image.
In the normal view (left side), the specular reflected light gives a whitish highlight, while in the camera (right side) it is darker.
I have seen that problem with Filamented shader(https://gitlab.com/s-ilent/filamented) and Candy Paint Shader(https://booth.pm/ja/items/4641365), but it is probably the same with Unity Standard Shader.
As for the PBR shaders used on other people's avatars, the specular reflected light was rendered in-camera without any problems. The problem only occurs with your own avatar.
I also tried switching to selfie mode and changing the graphic settings, but the problem was not solved.
To reproduce the problem, simply use PBR shaders on any part of the avatar and check through the camera. Also, the world side must have successfully placed reflection probes.
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ACiiL
This is actually a tricky double issue. Vrchat personal mirrors force pixel lights to vertex lights, so all the light components are forced into not-important.
AND
Vertex lights in the personal mirror do not illuminate you, but your friends avatars With you.
This has been a fairly double issue bug for many years. Both issues have to be fixed, starting with vertex lights hitting yourself in the mirror.
After that is knowing how your shaders code path handles vertex lights for pbr shines, those in standard actually dont normally do true pbr specular math (by directional lights and color) by Unity's Standard forward rendering nature to be fast in base pass, and because vertex lights were intended for overflow pixel lighting/add pass into a simple math form, which otherwise would have more data available to do the pbr and dynamic shadows correctly.