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Mobile vs Desktop Graphics Rendering: Help

Discussion in 'General Graphics' started by renman3000, Sep 22, 2017.

  1. renman3000

    renman3000

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    I am seeing a drastic difference between my scene's graphics, rendering, on my desktop, compared to my mobile.

    I understand this is most likely due to a different graphics processor on the two devices. So, how do I best keep the two consistent?
     
  2. AcidArrow

    AcidArrow

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    Question is too vague to properly answer. What kind of differences?
     
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  3. ifurkend

    ifurkend

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    What AcidArrow says. Maybe you can capture some screenshots of both desktop and mobile for comparison. One obvious culprit would be the shader you use has fallen back to a pre-defined simpler shader, e.g. Standard Shader -> VertexLit. Another possibility would be linear color space fallen back to gamma color space. All these fallbacks happen when the device does not support your original settings.
     
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  4. renman3000

    renman3000

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    Hi guys, thanks.....
    Desktop:


    Mobile:
     
  5. renman3000

    renman3000

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    .... I am unsure if I simply need to set each material to a particular setting, or adjust some project settings??

    Anyhow,
    Thanks
     
  6. renman3000

    renman3000

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    Thanks... I will look at this in the morning.
     
  7. ifurkend

    ifurkend

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    The only difference I see is the lack of cast shadow which can be changed in quality and player settings, but it makes sense it's disabled for mobile builds. If you want to retain those shadows on the background cube in a less taxing way, learn baking lightmap.
     
    Last edited: Sep 22, 2017
  8. renman3000

    renman3000

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    Only problem is is that that is the player, and he moves. Don't I need real time for moving objects?

    Also, if you look, the colours are quite different. Look at the water.
     
  9. ifurkend

    ifurkend

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    You can have only the player object to cast real-time shadow, but for the rest which is supposed to be "static", ideally their shadow should be baked into a lightmap.
     
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  10. renman3000

    renman3000

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    Thanks... and the colour? The intensities are very different.
     
  11. ifurkend

    ifurkend

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    "Lightmap" literally handles light intensity and shadow, once the lightmap is correctly baked, it should look like how real-time lighting and shadow look, except that every time you have changed the static objects in the scene, you need to re-bake the lightmap. There are lots of ligthmap tutorials, official or unofficial on YouTube for you to check out.
     
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  12. renman3000

    renman3000

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    Cool, thanks!
     
  13. bgolus

    bgolus

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    Do you by chance have your Player set to Color Space -> Linear? Mobile doesn't support linear space color and falls back to gamma space.
     
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  14. Torbach78

    Torbach78

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    there's a clear lighting distinction, faces are getting light on the desktop version; what shader are you using? does it change on the mobile version back to something else?
     
  15. renman3000

    renman3000

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    I switched over to Gamma but any Text Mesh Pro asset appears to lose its material.
     
  16. renman3000

    renman3000

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    The materials I use are just Standard, where only the color, has been adjusted.
     
  17. AcidArrow

    AcidArrow

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    Unless something happened that I'm unaware of, I believe that's false. Linear rendering is supported on mobile ever since 5.5. It requires ES 3.0/metal though.

    (the suggestion to switch to Gamma is still sound though. It should perform a bit better and I believe Linear support is still a bit buggy atm)
     
  18. renman3000

    renman3000

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    What about Graphics Emulation?