Standard shader on Mobile devices

Hi,

i am trying to use Standard shader on iOS, but for whatever reason when is the object far away, its completely white. I was doing some research on mobile devices and pbr workflow with standard shader and there is hardly anything. Is no one using standard shader on mobile ? I am running at 60 fps with standard shader on ( iphone6 ), so i would like to use it because it looks great, when its not all white.

Did anyone have similar issue with the shader turning white at distance on mobile device ? It seems to be caused by reflection intensity, if i set that value to 0, its fixed, but then its all very dark and unusable.

Also do you have any recommendations on pbr workflow for mobile devices or some good shaders for mobile devices ? It seems unreasonable to use 5 years old legacy shaders for a mobile game nowadays if you try to push visuals a bit. I am a bit baffled why there isnt any kind of documentation on how to use Standard shader on mobile devices. And if its not supposed to be used on mobile devices, then its even more confusing why its called Standard and mobile devices didnt get any udpate on shaders in a such long time.

Thanks for any help.
Luke

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I don’t know much about shaders. Since the issue is related to distance, a simple fix could be LODs.
When LOD1 comes in - the LOD setting on the shader could be set to 0 reflection intensity.

Last I tried a Standard shader killed my tablet/phone near instantly (bad FPS) from just one object, not even in the screen view… Standard Shaders aren’t made for Mobile devices. I’m sure there’s a few that can handle a couple of them. But they aren’t made for them at all. So the majority of your customers will download it and leave a 1 star rating and bad review simply because their device can’t handle it.

This isn’t nothing to do with Unity, this has to do with mobile devices in general. They just aren’t made for high end AAA PC Graphics. Which is what the Standard Shader is for, well in theory at least.

Don’t let the old legacy shaders fool you, they can make some pretty remarkable visuals so long as your textures are good.
I mean I’d love to have a standard shader for mobile, but until they can pack more punch into the hardware you’re wasting your time. It probably turns white because the device doesn’t support either a Fallback Shader that it likes, or because it doesn’t support a SM3,4, etc.

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Sorry this is a late reply. Possibly its due to mobile and fresnel effect (rim shading). Its due to linear colorspace in non mobile or the other way around I can’t remember. The problem is it means it looks terrible. We dropped the idea of using standard shader due to this.

I believe I saw on the road map there will soon be a Standard Shader version for mobile soon.
(could be in 2017.3 idk). But I know it was on the roadmap for one of the soon to be released updates like 3 weeks ago.

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okay cool :slight_smile: