Textures in the Mac version have strange banding

They look a bit like shadow acne or moire patterns but aren’t. These are only happening on the Mac version - when I play it on Windows it looks fine. It happens in both the editor and standalone on the Mac. I just noticed it, which means it started happening with Unity 4.3.1.
Any ideas?
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1 Answer

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So, on a lark, I turned DirectX 11 on on the Windows side - and now the Windows side is doing it too. So. Consistency. I don’t understand it - doesn’t the Mac version use OpenGL under the hood? But I can work with this.

Side note: it was the Edge Detect using Sobel Depth that was causing it to be different on one platform from the other. The tone mapping is affected as well.

Side side side note: If I turn Deferred Lighting on on the Mac, the lines go away.

It appears something is wrong with your cube map shader, or the settings of the cubemap texture. I could tell better from a video than a still, but it looks like the banding is following the reflections on the shiny buildings, not the texture coordinates. Is this a custom shader you made to get a cell-shaded reflective look? If so, post the shader code and maybe someone can figure out how to fix it.

Thanks for taking a look - it turned out it was Sobel Depth stuff. At lower thresholds it detects ramps as edges. Why DX11 / Mac has different thresholds than DX10 I don't know.