Lightmap Blown Out after Porting from PC to iOS

I’ve just ported a PC build over to iOS and immediately noticed that every scene that used lightmapping look like my example picture. I’ve no idea as to what caused this, so if someone could tell me:

  1. Why did this happen.

  2. How do I fix it? / Will I need to re-do the lightmaps?.

Any ideas are appreciated.


I encountered this issue with my team before when switching between platforms.
It’s something on the GPU (H/LDR) side on how PC and mobile encoding graphic differently.
So our decision is to take each platform builds into separated new projects.
Rebake those lightmap if needed and adjust materials / textures settings specifically.
Then we use a software to sync these projects together for new assets adding.
In additional. I just tested on a new project to bake a lightmap on PC version and switch to iOS.
The lightmap texture format is 32-bit on PC and auto changed to 24-bit on mobile.
But it looks fine at all. Notes that shader may affects lightmap output too.

I see, thanks for the info. I still haven’t had any luck so it looks like just re-baking everything is the way to go.

I have seen this before and I think it has to do with the dynamic range of the lightmap. On pc its a higher resolution but on mobile they are much lower resolution. I think they don’t do a good job converting between the two. Instead of being a scaling operation it seems more like a clipping one. Where it clips at a max range.

We had some luck lowering the overall intensity of light on pc which seemed to help match the mobile better.

But on our game now we are baking our lightmaps outside of unity. We do a lot of other things to make this work so this may not be a good option for you, since you give up a lot of other features.
But I find we have a lot more control when generating our light maps instead of using unity’s system.

Well, I found the source of the problem…Turns out that even after changing the build settings from PC to Mobile, if you left ‘Use Direct 3D 11’ checked to ‘on’ your lightmaps explode. Unchecked this option (without changing build targets), Unity updated, problem instantly solved…