This is a breaking change on our side. Working with colors here felt better, as it is not about a 4d vector. Sorry for the inconvenience.
Regarding the Metalness: indeed it looks like it doesn’t work together with Glass. In other contexts, it works, like when Specular is CelShading. But I am sorrily no material expert. It is noteworthy that we focused on wrapping the original library (Stride) and so good place to ask about details of the material pipeline would be the stride community, at least if no one can give a satisfactory answer in here.
I did notice the change in colour handling, but “fixing” it did not make a difference.
In my tests, even without the Glass node, Metalness, Specular etc seem to have no effect, are they working for you in combination with the Material node (gamma 6.0-0052)?
Also, why was this working on 5.2 and not working any longer?
I also see that if I set these same material properties in Stride Game Studio (4.2), and then load the project in gamma, glass looks fine, so from my perspective, something changed in gamma between 5.2 and now that broke this.
I just checked a bit more going back and forth between stride game studio and gamma, and indeed, in Glass the Specular just seems to want something connected to it, it ignores variances in settings for Metalness or Specular.
Glass itself though, is totally happy when patched in gamma 5.2, and still working in 6 if I import the material from a stride project. I just lost the ability to patch it since 5.3 which is weird.
For my workshop I can stick with 5.2, but it would be nice to know that what I am showing will work in the future as well.
We encountered some bugs in Stride (Equality isn’t implemented properly on certain material types)
but also found that something broke on the way on our side
(loosely related to the auto-RGBA → GPU<RGBA> topic)
In combination, the patch should work as expected with newest preview release and even better than ever before, as material nodes in general weren’t really trustworthy (aka non-deterministic) due to the Stride bug…
Interesting, I found transparency in Stride very flakey all through Genuary - have to check if any of the things I encountered have improved now, otherwise I’ll post some of my findings as well.