Just wondering if anyone else has run into the issues I’m experiencing as shown in the screen shots - the asset that uses Unity’s standard shader seems to get a significant amount of white reflection once the distance to the camera is large enough. The issue is present on iPhone5/6 Plus (iOS 8.4) but not when running the project on PC or Mac.
The scene (the bike) is about 250 units from back to front; perhaps scenes must be smaller than this when using the standard shader on iOS? I haven’t been able to find much ‘best practices’ for using the standard shader on iOS.
Unity 5.1.3, xCode 6.4.
Same issue for primitives in scene.
Tried various bake settings but all ending up producing the same undesired result.
I haven’t tried since I wrote the post, but what I could read from various sources it’s not much to do until Unity fixes the issue (I got the Standard shader working fine on Android).
Im not 100% sure if the size is affecting the shader behavior but unity normally works for light baking and physics (and some other stuff) with a scale of 1 unit = 1 Meter , in your case 250 m long bike. Might be worth a try to scale it down.
I too am experiencing the same issue which is causing a delay on an Augmented Reality project I am working on currently, it would be great to know what you did to get the shader working on mobile?
Hi guys,
Sorry for a late answer and bad formulation by stating I got the Standard shader working fine on Android. What I meant was that when, back in September 2015, I was building for and running an Android device, the issue did not show at all (the very same scene using the Standard shader did execute as expected on Android but not on iOS). Thus I never solved anything and more important stuff got in the way than trying to fix the issue on iOS.