Standard shader specular on Android

Hi there, we’ve been trying different betas and configurations to try to resolve this but aparently when using the new standard shader the specular highlights seem to disapear on android.

Currently using Unity 5.0 b17.

Anybody experiencing something similar?

Android free?

I have tried using android free several times throughout the beta, always looks horrible, and if you try to bake GI or reflection probes it either stalls or crashes.

I think they are testing with android pro, and are paying little mind to android free.

I can’t seem to get anyone to tell me if / how well it works on android pro, either.

I think if you have pro, then the only differences should be the lack of linear color space on mobile, and mobile uses a different lighting model than the full desktop standard shader.

Also, turn off opengl es2 graphics emulation in the editor, it’s on by default for android. You’ll probably have to build and deploy to a device to see how it actually looks.

Thanks phil, actually we’re using the Pro version. Did you have this same problem with Unity Free?

No luck turning off opengl es2.

As you can see in the screenshots, the only thing missing is the specular, everything else looks exactly the same. Isn’t the standard shader suposed to look the same across all platforms?

I have unity pro, but I don’t have android pro. I think the idea is that it’s supposed to look similar across all platforms, but something definitely seems weird on android. I can’t get a solid answer from anyone regarding android.

Linear color space is one big thing that’s missing on mobile, and apparently won’t be implemented until later in the 5.x release cycle. But the standard shader is supposed to adjust for gamma color space as well, so it should at least look somewhat-okay even without linear color (I hope…)

I also read somewhere that baking reflection probes (or cube maps, or baking something… I forget) doesn’t work on mobile, and the workaround was to bake them all on desktop and switch back to mobile.

I really wish someone would explain the situation on android. Right now I can’t even bake GI precompute or reflection probes on primitive scenes using android, it crashes the editor or stalls every time. I have been considering an android pro license for a while, but not so much anymore, I will probably have to wait until they finalize unity 5.0 to see how it actually works…