Mobile Shadows - ATT: Aras

Hi, I’d like to continue this thread, but it’s locked now…

http://forum.unity3d.com/threads/149607-Mobile-Shadow

I have another question for Aras.

I have tried shadows on a newish Samsung Galaxy Note and they work fine, and also on a Galaxy S.
I can’t get them to work on the Galaxy S and I’m wondering why.

It supports GL_OES_depth_texture and openGL ES 2.0. All the bump maps seem fine, just no shadows.

Any ideas? I’d like to have shadows on this platform as a minimum if I can.

Cheers.

To be more precise I guess I should be asking if PowerVR Series 5 chips can do shadows in Unity 4. As I mentioned they have the required OpenGL extensions required according to the post I linked to above, but I can’t seem to get it to work.

Does anyone have them working on PowerVR Series 5 powered devices?

Did I read no shadows pre Honeycomb somewhere?

unity decided to disable them on tegra afaik.

@ Dan. The Galaxy S is on Gingerbread 2.3.3

@ hippo, the Galaxy S is not Tegra. I already have a work around for shadows on Tegra devices. The Galaxy S uses the PowerVR SGX540 which supports GL_OES_depth_texture and openGL ES 2.0.

I know it’s an oldish phone, but I think my game is optimized enough for it to work OK on this device.

Thanks.

Aras didn’t work on mobile shaders :frowning:

DanTreble is “almost” correct:
For PowerVR you need at least ICS to get shadows.
For non-PowerVRs - Honeycomb as minimum.

AK

Hmmm :confused: Shame. I think the device would be capable.

@Aurore, I thought Aras might know because he was the one commenting in the original thread I linked to in the first post.

@Andrius, Thanks for the info. May I ask where you found this info? I’d like to read more about it if I can.

Cheers, Phil.

OK guys, here’s some information for anyone interested.
I really wish I could get some feedback from the Unity staff whether Gingerbread shadows will be supported.

I managed to install CyanogenMod 10 on the Galaxy S both Unity 4 Shadows and the Shadow Volume Toolkit shadows work fine. This is based on Android 4.1.2.
The Unity in built shadow system works great. And in fact my game runs great on a Galaxy S even with shadows.

So, as Andrius pointed out it’s nothing to do with the PowerVR chip itself, it’s purely a Unity limitation.

I don’t know if there’s anything else that can be done to get shadows working on Gingerbread, but I say again, the device is more than capable of handling the shadows in my game.

I’ve included the openGL info as a comparison for all my android devices as an attachment for anyone interested.

Cheers, Phil.

Andrius Keidonas is the Unity developer that implemented shadows on mobile and I’m guessing there’s a good reason he made Honeycomb the cut off point.

Oh, I didn’t know Andrius was a developer. That’s embarrassing :slight_smile:
Oh well thanks for the official word, even though it’s not what I wanted to hear.

Cheers guys.