I’ve been working on a game with an ortho camera and we wanted to try it with some perspective. We wanted just a small amount of perspective distortion so I set the FOV to 10 and moved the camera away from the content in the scene. However now when I do a build the image quality has dropped significantly, with everything looking very grey on some devices.
I’m using the LWRP and building for iOS.
Nearly all my textures are compressed using the default for iOS - RGB Compressed PVRTC 4 bits. I did notice that one texture that didn’t have “override for ios” checked didn’t suffer the same loss of quality, but turning that off for all the textures doesn’t sound like a good idea.
I don’t think the issue is mip map related - the uncompressed texture that wasn’t affected also had mip maps on. It wouldn’t make sense to me for unity to use a low quality mip map of a texture just because the camera is a long way away, because the camera is zoomed right in and the objects are taking up a decent portion of the screen. So yeah, I don’t think it’s the mip maps.
Can anyone suggest some things I can try?
Thanks