Ok, should have done this straight away, but I’ve adjusted the shaders a bit so I can actually demonstrate the issue. On the screenshot there is the desktop version and the android version of the same shadow cast. Android is extremely pixelated. I don’t recall this being the case in the past, but either way: why? And can this be fixed? The project shaders rely on the smooth soft shadow as rendered on pc… Is this not possible on Android?
updated thread title and topic start with proper screenshot comparisons and issue description
Ah dang, this was totally my own doing! After
Light mainLight = GetMainLight(inputData.shadowCoord);
I wrote
half shadows = mainLight.shadowAttenuation;
where I should have written
half shadows = mainLight.distanceAttenuation * mainLight.shadowAttenuation;
This would have been during an optimization, since originally I would have used the proper version (grabbed from the URP shaderlibrary). I would have rewritten it, finding that on Desktop there was no difference at all without this “distanceAttenuation”, whereas on Android it results in a very pixelated shadow though. So for anyone trying to accomplish a pixel-art like shadow rendering, you might want to try writing your shader this way…