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unity lighting performance on mobile devices is poor

Discussion in 'Global Illumination' started by barron9, Jun 16, 2019.

  1. barron9

    barron9

    Joined:
    Jun 15, 2017
    Posts:
    2
    Lights are not working too laggy on low end mobile devices. I have decreased shadow quality disabled all. but it looks awful. How can I make this look good like this
    https://www.google.com.tr/search?q=snooker+stars&client=opera&hs=Ws9&tbm=isch&source=iu&ictx=1&fir=e5TO1Kbd_I7uEM%3A%2C6zR_oNDUXWEYIM%2C%2Fg%2F11c2y85dpw&vet=1&usg=AI4_-kSvTPXNjGJI9aKzu6KrED41NnF5XA&sa=X&ved=2ahUKEwi9ifK51-3iAhXC0KQKHeorApoQ_B0wEnoECAgQAw#imgrc=e5TO1Kbd_I7uEM:

    current awful lights: https://i.stack.imgur.com/jUQAB.png

    if i set it ultra it gets about 2fps in mobile device.
    *standart shaders
    *very low quality shadows
     
    Last edited: Jun 16, 2019
  2. kristijonas_unity

    kristijonas_unity

    Unity Technologies

    Joined:
    Feb 8, 2018
    Posts:
    1,080
    Your entire scene setup would need to be reworked, if you would like to achieve similar results to the Snooker Stars that you are using as a reference. Here are some pointers:
    • Make sure you switch to Linear color space for a more accurate material representation
    • Find a nice HDRI that so that your cue balls could pick up convincing reflections. Don't forget to place a reflection probe that encompasses your pool table
    • Disable all realtime shadows in your scene, and make use of baked lights
    • In order to emulate shadows under the cue balls, you can try using a a projector component with a fake soft shadow - https://docs.unity3d.com/Manual/class-Projector.html
    • Make sure that realtime global illumination is disabled, and rely on baked lightmaps instead
    I would recommend that you would start from the very basics and work your way up.

    Follow these links for more info:
    https://docs.unity3d.com/Manual/Graphics.html
    https://learn.unity.com/tutorial/lighting-lights-shading-basics#