So I’ve come in a bit of an odd problem. I’ve recently upgraded one of my projects from Unity 4 to 5 (5.3.5) and everything has pretty much made the jump fine. However I’ve run into an issue where on a iPhone 4 running iOS 7 (7.1.2) my now lighting explodes where it was previously just fine.
I have a shader I’ve been using on mobile (based off the Mobile Bumped Specular shader) that utilizes directional lighting and point lighting, and works just fine on the various new/old Android test devices I have,
iPhone5, iPad Mini (1st gen). But for whatever reason on iPhone 4 I get this happening:
When it should be:
Here’s the shader
Shader "Mobile/Bumped Specular Full Lighting" {
Properties {
_Gloss ("Glossy", Range(0.03, 1)) = 0.03
_Shininess ("Shininess", Range (0.03, 1)) = 0.078125
_MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {}
_BumpMap ("Normalmap", 2D) = "bump" {}
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 250
CGPROGRAM
#pragma surface surf MobileBlinnPhong exclude_path:prepass nolightmap halfasview
inline fixed4 LightingMobileBlinnPhong (SurfaceOutput s, fixed3 lightDir, fixed3 halfDir, fixed atten)
{
fixed diff = max (0, dot (s.Normal, lightDir));
fixed nh = max (0, dot (s.Normal, halfDir));
fixed spec = pow (nh, s.Specular*128) * s.Gloss;
fixed4 c;
c.rgb = (s.Albedo * _LightColor0.rgb * diff + _LightColor0.rgb * spec) * (atten);
c.a = 0.0;
return c;
}
sampler2D _MainTex;
sampler2D _BumpMap;
half _Shininess;
half _Gloss;
struct Input {
float2 uv_MainTex;
};
void surf (Input IN, inout SurfaceOutput o) {
fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = tex.rgb;
o.Gloss = tex.a * _Gloss;
o.Alpha = tex.a;
o.Specular = _Shininess;
o.Normal = UnpackNormal (tex2D(_BumpMap, IN.uv_MainTex));
}
ENDCG
}
FallBack "Mobile/VertexLit"
}
I can remove the super-nova from happening if I add noforwardadd to pragma, but then cast shadows stop working.
This feels like some sort of bug, but I can never tell when it comes to shader language and Unity behind-the-scenes-stuff tbh.
Any help would be greatly appreciated!

