Bit of a vague question, and I’m a bit of a newbie with Unity3D but if someone can help with this it’ll stop me going nuts!
I’m doing a basic game, it has 1 directional light lighting the scene and when in ‘Web Player’ platform looks fine - however as soon as I switch the platform to Android (my target platform in the first place) the lights in the Game tab (and on the actual device) go dim and murky.
I’ve had a play with with lighting sliders and shaders and all it appears to do is wash out the whites rather than brighten up the scene.
Here is a screenshot of what I mean, the section on the left is Web Player mode and the right is the same bit but under Android mode.
Needless to say the brightness of the left hand side is what I am after!
Try disabling the direct light and see if there is any difference then. Is it possible that when you switch over to Android the lighting type will change and generate different darker shadows?
Tried all sorts with lights, removing them, adding them, pointing them elsewhere etc to no great shakes. I’m not sure a shadow would cause that kind of change though? I have tried disabling them but nothing.
I have no idea what might cause this. I suggest you try to create new project and put only one cube in it. Then switch platform and see if the lighting changes. At least that way you can weed out possible cause. Is it Unity editor related problem or something is wrong with your project.
Well, if you’re using the more advanced shaders (Diffuse, Transparent, Toon shader etc.) then you need to compile your game with OpenGL ES 2.0 instead of the 1.1. OpenGL ES 1.1 only supports very few basic shaders, so if you compile it for 1.1, most shaders will uses the Fallback Shaders, which often are very dim/dark.
If you don’t need the lights at all, you could also use the Mobile\Unlit shaders (which will just draw the texture on the model and take no light into account)
The other problem could be, that you’re having more than 1 pixel light in your scene and the default Quality Settings for Mobile are “Good”, which has “Pixel Count Light” set to one (or 2, can’t remember anymore). In this case you should probably adjust your scenes, to only use one pixel light instead, because pixel lights are quite costly operations on Smartphones.
Had the same problem but might not be the same for you. Turned out the main color on the diffuse texture was set to gray and it mixed in making things look dark. Nearly drove me crazy trying to find it. Once I realized what was going on I switched to the mobile diffuse texture which has no main color. Didn’t need a main color anyway.