Light probe proxy volume (LPPV) on Android looks different than it on editor

I made a simple LPPV test with 2 baked light sources, 15152 light probes, and one cube with standard shader and no texture. I tested it on several devices. It’s revealed that the LPPV on Android is much worse than it on editor and desktop platforms.
So, is there any workaround to make the LPPV looks better on Android?

Unity Version: 2019.4.1
Graphic API on Android: Vulkan (LPPV is not supported on Opengles3.0)
On Unity editor:


On Android:

LPPV before 2020.2 uses 32bit float textures internally. Many Vulkan driver on Android don’t support linear filtering for those and this is probably the result.
In 2020.2 we enabled LPPV for ES3.0 and also added the option to use half float which support linear filtering (and automatic fallback).

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