That could not be the fact!?!?
We spend 1100 USD more to get the AndroidPro Version mainly because of the Image Effects.
But now it seams that only the motion blur effect is working here. All others are “not supported on this platform”! Even with the highest level (OpenGL ES 2.0 / Android 3.1)
If this is realy the case, we guess that Unity can’t tell Full-Screen Post-Processing Effects are supported with the AndroidPro version!
Well, I’m not sure why you are getting that error. In ios at least they can compile (but not always work correctly). But anyway, even if they worked, it is really doubtful you can do anything useful with them. On ios, even simple ones like the color correction one, kill performance instantly.
not all post processing effects work on mobile, DoF for example doesn’t and others don’t work either.
Thats not due to unity but due to technical limitation that don’t offer the correct render texture formats required for them.
If you look at the error it tells you that the shader is at fail, not post process in general, for example
But that’s the reason, why Unity can’t say the AndroidPro version supports Post-Processing Image-Effects, if it’s clear, that no Android Device can handle it properly! They have to tell there customers this limitations in the camparsion list. Otherwise its a bit cheating…
Anyway, to retain 1100USD more for the AndroidPro version, that’s doubtful!
For non Multisampling Antialiasing, nor Antialisaing PostEffect, nor Image Post-Processing Effects, like Color or Contrast correction…
All the shader effects mentioned are possible on android (DOF is the only tricky one and its still possible) but you need to hire a shader programmer to do it for you, to design the shaders from scratch.
To be fair, message to unity:
Unity, I have paid 1500 for ios pro and as of yet it does not quite offer the value of the desktop version of unity. I paid 1500 for that too. But the value of the ios version does not match desktop version.
Currently you did fantastic work getting terrains going, but shaders still lag behind. For every desktop built in shader, I would like an ios/android equivelent. Only then could I accept the value for money in the purchase.
I could end up spending a lot of money trying to hire a shader programmer to add DOF, blur and other image effects in a fast/optimised manner. I hope you will consider it.
Note: the omission of decent mobile shaders does not make me think less of the unity product, but it is a clear area of improvement.
@hippocoder: so you say that the $1500 would be fine to you if it did that?
Well you better hope they don’t listen on you, go that path and in trade remove any platform related implementation not existing outside of the mobile cause “the desktop version didn’t offer it” …
I don’t want to know how much opitmization Umbra for example required to run meaningfull on the mobiles at all that are severly limited even compared to a stinking Pentium4 from last decade
And you can hire as many shaderp rogrammers as you want, DOF will not work on mobile techncially not even if its god himself.
@dreamora:
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so you are saying there isn’t room for improvement?. Currently, mobiles will soon be past xbox360 in speed at this accelerated rate of device revision.
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DOF can and does work (approximation of DOF, like I pointed out). True DOF of course isn’t, but you can come very close, and is there a reason not to?
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Thanks for the negativity, you should have a more “can do” attitude to things. Might finish a game then. You have a lot of talent but zero finished personal games.
It’s my project to make you finish a personal game of your choosing and sell it on appstore. Dude, you have so much talent, please use it for your own gain 
You could be wildly rich by now.