Lightmap color issues on IOS

Hi everybody,

We’re currently developing our first IOS project and we encounter some problems with the lightmaps. They turn completely dark and ugly on IOS build even when they are really nice on Mac build. Here you can see the differences.

I know that a difference can exist between Mac and IOS due to the compression parameter BUT how can it be so different between IOS realtime lighting and IOS lightmapping (apart the shadows). This problem is really frustrating and I don’t know what to do.

I have been having that problem too, but in my scene, the light maps are brighter than the real time lights.

up !

I suspect you’re seeing the effects of low/fixed precision lightmapping on iOS. The sphere hilight (or lack thereof) is one giveaway. Essentially, iOS can’t support hdr lightmapping - the only data being stored is clamped luminance values…everything beyond the clamped range (i.e. specular blow-out) is lost.

Is there anyway to fix that problem ? Since i’m using Beast for my lightmap calculations and as far as I know it generates HDR file only.

Two possible workarounds:

  • Configure your scene lighting to avoid specular blow-out (not especially art friendly).

  • Create a shader that combines the lightmap with vertex lit speculars. If you check out the Shadowgun pdf from Unite11 they came up with a solution that works well in their specific case.

Thanks for the help I’ll test these solutions.