My scene on the Android Build looks much darker. Based on my research about the topic, and from the texture of the light on the spheres, I assume it is because the light uses per vertex render mode on Andriod.

I am trying to force per pixel render on Android, these are the things I have tried:

  • set the Rendering to Important of the Light on the scene (There is only 1 directional)
  • check the values of my RenderPipeline asset (the one came with the LWRP Template project), the Main light is Per Pixel, Additional Light (which doesn't seem to matter) is also Per Pixel
  • set the Preset Light's Render type to Important in the Preset Manager

I will have infinite levels, the map changes dynamically, so Baking the light is not an option.

Can I achieve this somehow? Or at least force my editor to use per pixel so I can light up my scene more intuitively.

enter image description here

  • 2
    \$\begingroup\$ Note that the skybox also looks considerably darker and more saturated on your device. This cannot be due to per-pixel versus per-vertex lighting. So I think the root cause of your issue is something else. It looks suspiciously similar to the difference between linear RGB and gamma-compressed, so the first thing I'd investigate would be your gamma settings, rendering colour space, and HDR settings. \$\endgroup\$
    – DMGregory
    Commented Jan 22, 2020 at 17:48
  • \$\begingroup\$ Well they are in the same colorspace, so that's not an issue. Could you please give me some properties worth checking maybe? I've played around the HDR settings I could find. \$\endgroup\$ Commented Jan 23, 2020 at 13:53
  • \$\begingroup\$ You symptoms sound similar to the problem reported here. If you're using an Android device that uses OpenGL ES2 it may not support linear colour blending space. Have you tried using gamma blending space instead? Editing your question to include a Minimal Complete Verifiable Example of the Unity setup needed to demonstrate the problem and the specific devices the problem does/does not occur on can also help us narrow down the potential causes. \$\endgroup\$
    – DMGregory
    Commented Jan 23, 2020 at 14:03


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