Hi,
wasnt sure what causes this so i’ve posted the same problem over on the graphics related threads.
This is my first time building an app for iphone 5. Its a GoogleCardboard VR tour of an appartment. I’ve been having the same problem with every build, as you can see at the uploaded image, textures and lightmaps(?) are pixelated after building in xcode 8.3beta. Inside Unity 5.5.1 free edition and while using Unity Remote 5 on my iphone 5 eveything is as expected, as seen in the Editor and Game Mode. I have used mobile shaders mostly - diffused or bumped specular but also standard and standard specular. The wall material is mobile shader Diffuse, the floors are Standard and Standard Specular. Texture resolution is 512 compressed for ios RGBA compressed PVRTC 4bits and Quality settings set to “Fantastic”. Also i havent changed anything from the ios default Rendering settings from the Player menu. Any ideas? What is going on?
Thanks in advance,
Philip
tried also with xcode 8.2 and got same results
pixelation occurs without textures also, just a standard shader applied to every object
tried a different model that i made inside of unity with cubes just to exclude the possibilty of a very bad mesh, but it still does the same artifacts
Can you turn off the barrel distortion/warping 2nd pass?
where do i find this setting? you mean the Distortion Correction on the GvrMain?
I don’t know the code, just the principles behind it, but distortion correction sounds like the right place. I was just wondering if the problem is occurring there or in the original render.
an update on this issue for anyone else looking into this. ok so i baked the AO and GI inside Cinema4D and applied in UNITY the legacy shader lighmapped diffused. And no more artifacts pixelation or color banding. So i guess the lightmaps produced by unity were the only problem cause its the only thing i did differently this time. In this particular screenshot i havent applied any materials so its just the AO
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