URP soft shadow pixelated on Android? Comparison screenshot

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?

6358527--717146--shadowsPixelated.jpg

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…