Search Unity

Why do the mobile shaders look so terrible?

Discussion in 'Shaders' started by LilGames, Sep 18, 2017.

  1. LilGames

    LilGames

    Joined:
    Mar 30, 2015
    Posts:
    570
    I am using Unity 5.6.3f1, making a project for Android (and WebGL). Everywhere in docs and discussions related to optimization and mobile, I read that we should use the "Mobile" shaders. However they look absolutely horrible compared to the Legacy shaders, which I read some people resort to for performance instead.

    Am I doing something wrong? Why does it look so dark with Mobile shader but "normal" with a Legacy shader? (In fact the Legacy shader looks almost identical to how it is with a Standard shader):

    mobile-diffuse.jpg

    legacy-diffuse.jpg
     
  2. LaneFox

    LaneFox

    Joined:
    Jun 29, 2011
    Posts:
    7,521


    Common work quality vs speed meme.

    Same applies to shaders. Look Good or Process Fast, you've gotta choose.
     
  3. BrianND

    BrianND

    Joined:
    May 14, 2015
    Posts:
    82
    Are you using point lights? Mobile diffuse only supports per vertex or SH point lights. So your lighting will look different.
     
    AcidArrow likes this.
  4. LilGames

    LilGames

    Joined:
    Mar 30, 2015
    Posts:
    570
    There are point lights and spot lights and one directional light (the only one casting a shadow). All are static. I have "lightmap static" enabled on each material (only 2 materials in this shot). Graphics quality is default "Good".

    If I use "Mobile Vertex Lit", I get this oversaturated horror show:

    mobile-vertex-lit.jpg

    Is this normal? So I thought, OK I need to bake the lighting again. I GOT THIS!
    mobile-vertex-lit_rebaked.jpg

    :eek: :mad:
     
  5. LilGames

    LilGames

    Joined:
    Mar 30, 2015
    Posts:
    570
    Looks like light baking has a cumulative effect and requires clearing... (strange that it does not do this automatically).