Just wondering if there is any way to import a Beast lightmap’s alpha channel in an iOS project and decompress it in HDR? Right now that it seems double LDR is the only way to do it, but of course this creates almost uncompressed looking lightmaps on iOS devices. Is there some file deep in Unity that would let me change this? Really don’t understand why Unity doesn’t allow mobile devices to access all the “high cost” features when the performance of mobile platforms is now on par with PCs from just years ago… Anyway, thanks for any help!
So no one thinks there is any solution to this? I feel like it should be doable…
Just wanted to include an image so show the difference: mac/pc on the top, iOS on the bottom.
And literally the only difference as far as I can tell is that in the iOS version of the game, the light maps are imported as RGB files and in the PC version, they are imported as RGBA files. Where can this import option be changed?!
Alright, one more post! Made a bit of progress by taking the light map file from the standalone version of unity and bringing it into the iOS version of unity, but importing it as a light map with RGBA uncompressed settings. Then in the shader to render these walls, I took out the DecodeLightmap function and instead just multiplied the lightmap.rgb onto the texture. A screenshot using this technique is below.
You can see the banding has noticeably disappeared. It is still slightly apparent, but for the most part things look at least alright. Anyone understand what’s up with this? I suppose I can just take all my light maps and import them into a standalone project, copy them out of the project and then reimport them as rgba files… Still am curious as to why this technique mostly works or if there is a more efficient way to make this happen…


