Lightmap textures become darker when swapping from PC to Android.

Our lightmap textures become darker when swapping from PC to Android.

Not using Precomputed Realtime GI. Only using Baked GI. Ambient Occlusion enabled. No lights in the scene. Ambient color light gray. (85% rgb). Our goal is to bake ambient occlusion.

The bake looks fine on PC, but when we swap to Android the lightmap textures become darker (Even if we re-bake the scene). Looks completely different.

Left is PC, right is Android

Are you on 5.5.0p3?

No, I have tried this on 5.4.1f1 and the latest beta.

@AcidArrow tried 5.5.0p3 as well - same issue.

yes…I have the same problem,is baked system available in Android platform?

My guess would be the the color space, Linear on desktop VS Gamma on android.

No both are set to Gamma on my end.

do u guys found any solution for this???
I m facing this problem too… I on latest unity build (2017.1)

I’ve seen this in a few build around the 5.5 releases, but it was quickly fixed.

Since then I haven’t seen it happen again and I’m building for android pretty regularly these days.

Have any of you made a repro scene? Submit a bug report with it and it could also be a good idea to post it here so we can see if it has anything to do with your specific computers or android devices, or something.

May be u know what is wrong with baking lightmap for android. I have read somewhere that lightmaps when used on android work as 2x LDR (converted from editor lightmap which is RGBM) so it losses its hdr information and looks dark.
See my projects screens here
May be u can guide me as u r building for android regularly.

That’s true, but it means that some higher values are clamped, not that the overall texture gets darker.

So what I am doing wrong???
I pretty much checked every option in lighting window.
Please help

I met the same problem.
Has anyone solved it?

Hope its not too late to reply,
I just found that android doesn’t support the baked lightmap in linear space and it fall backs to sRBG or LDR (not sure what it was called). So what I did was simply changed the color space back to gamma and pumped the ambient light very high to get a similar look. Its not the exact same but its almost same.

2 Likes

I can confirm that switching to gamma solved my problem too. It’s a bit weird, as LWRP supported Linear color space well enough until I updated to Unity 2019.1.0b7 yesterday, so my specific scenarion might just be a temporary, unlucky combination of 2019.1 beta and LWRP 5.6.1 (and even LWRP 5.10.0) package…

But since I want to support a bit older devices too, if I can pull it off, I guess I’m better off with gamma color space anway.

I’m experiencing the same here on Unity2019.1.0f2 with LWRP v5.7.2. Looks like Unity Dev need to investigate this issue.

Make sure that Lightmap Quality is set to either Normal or High in the Player settings for the platform of your choice.

Here’s a brief overview of what each setting does:

  • Low Quality → dLDR (same as before)
  • Medium Quality → RGBM (ETC2 compressed, ASTC on tvOS)
  • High Quality → native HDR (RGB9e5, ASTC HDR for Android coming in a later PR)
  • OpenGL ES 2.0 only supports Low Quality, added warnings similar to Linear Rendering

Hi @kristijonas_unity , thanks for your reply.

I tried what you suggested, but didn’t fixed my issue. I tried the Lightmap quality to both ‘Medium’ and ‘High’.

This is the expected result(Editor), and Standalone build works fine :
4519252--418261--On Editor and Standalone.jpg

But on Android, it looks like this :
4519252--418264--On Android_Lightmap with linear color space looks darker.jpg

Seems like there’s no ambient light in the second screenshot. What is your lighting setup? Could you please post a screenshot of your Lighting Settings?

Also, which color space are you using?

4519378--418267--스크린샷 2019-05-09 오후 6.39.53.png

Also, I only use 1 mixed directional light so, I disabled Additional Lights and checked ‘Mixed lighting’ option in LWRP Asset.
4519378--418270--스크린샷 2019-05-09 오후 6.41.35.png