When i set my viewport shading to “material”, the display of materials containing “fresnel” and “facing” nodes seems very odd. This behaviour occurs since the recent 2.77 update and effects all the materials, which use “fresnel” or “facing” nodes to blend multiple materials (i.e.: Diffuse + Glossy, Mix Shader, layer weight: facing). Older versions of blender show a "correct result, with the “edges” being more glossy rather than having this weird glossy stripe. I guess you will know what i mean when i post these pictures:
thats easy to solve, use a geometry node connect uv with a mapping node use that for the vector input node (bleu circle) of your layerweight.