Lightmaps went very bright on iOS compares to in Editor

Hi Everyone,

I baked lightmap on my Mac and the result is fine, but when I ported the game to iPhone, the lighting (only lightamp, light probes are fine) went very very bright. It feels like overexposure on iPhone while it’s normal in Editor. The difference is exactly the same when I change from gamma space to linear space in the Editor. (Just to be clear: I use gamma space in the player setting for building. I just want you to know the difference)

Here are some specs I use:

Directional mode: Directional Specular (Directional mode have same effect on iPhone)

Color Space: Gamma

Auto Graphic APIs: True

Shaders: Standard (Specular setup)

Unity version: 5.5.0f3

Everything else in Lighting I tried to change, but nothing works.

I disabled all the light sources and that didn’t help as well.

FYI: I’m using the 3d forge’s interior asset, all light source are point lights.

Please please help me!

What graphics API ar you running when you ruuning it on your ios device?
If its GLES2.0 directional lightmapping does not work and will fallback to non directional. (As stated via the small warning box in the lighting window.
You could log “SystemInfo.graphicsDeviceType” to console to see what graphics API you are running on the device.

(state unity 5.5)

1 Like

Hi fffMalzbier,

I change Auto Graphic APIs to false and removed openGLES2.0 from the list. Now it’s only running Metal on my iPhone, but the lightmaps are still very bright compares to in the Editor.

Here is the effect in Editor:
2946122--218202--Screen Shot 2017-02-03 at 11.33.41 AM.png

Here is the Effect on my iPhone:

2946122--218209--iosScreenShot_02.jpg