Device: Xiaomi Redmi Note 5A Prime Unity version: 2017.3.0f3 Using OpenGLES 3.0 I'm testing cardboard VR on demo map but i can see that ugly light banding, especially in low light, EVEN with ambient lighting. I am using realtime lights, not baked, no lightmaps. Brighter ambient lighting looks fine. Realtime lights also look better. Switching between forward and deffered does nothing Linear color space makes things even worse HDR has no effect (Legacy) Tonemapping didn't help 32-bit display buffer checked What else can i do to make it look at least acceptable? Sample images: Gamma color space (increased brightness and contrast to make it more visible) Linear color space
I don't think that will make any difference. You will still end up with similar dark banded shades. I think the problem is with mobile displays probably using less bits for color info resulting in fewer possible colors. I get the same crappy banding in my bright clear blue skies on mobile, I suspect because there is only so many shades of blue that can be displayed. When I have cloudy skies with varying tones it is not so noticeable. Your dark blue/green tinted tones have very little red component therefore have a very limited range of possible colors. If your art style allows it, use some plain textures rather than solid colors and it should look better than creepy banding.
Yeah, that's probably a solution but I'm not up to fiddling with shaders yet. Still doing core code. I have noticed though that the shader that I'm using works well on PC but looks looks awful on my android device.
Thanks for the answers. Yeah darkening probably won't do much, i already tried it. Banding is acceptable in gamma color space, but linear makes it awful. Also, grain post processing helps a bit as well.
Why don't you try a light sandy texture and set the color shade in the material. Starting with a slightly dithered looking surface will probably help hide the banding as the shades darken across the surface.