Our team recently discovered that whenever we build our game for android, we get a really high saturation and contrast that looks really really bad. The first time I noticed it I thought it was only something odd in one particular test scene, because our main test device is an iPad and the game looked right whenever we build for ios.
We changed to 2019.1 a few weeks ago, but I’m not sure if we had the problem before that or if that’s when it started. All android builds worked fine like a month ago at least.
When we build the entire game to android, every scene but one had the issue, and that scene did not have any post process in it, so we tried removing the post process on the cameras in all the scenes, but that actually just made the problem appear in all the scenes, including the one that looked fine before.We use the standard post process for unity.
We tried comparing our build settings to the LWRP example project and found nothing obvious, and we’ve tried googling but this does not seem to be a common issue because I found nothing.
It seems as though lighting has been omitted from the shaders compiled for Android. Or perhaps that the shader is not supported for that particular GPU and is reverting to an unlit fallback
Hm, not sure what you mean. Like the standard unlit shader in LWRP? Because the contrast and saturation effect is on everything in the game, even UI and terrain, trees etc, and even if everything would have unlit shaders it would just look flat and not that dark and saturated. However, the shader compilation takes like and hour so maybe that’s an indicator of something, but it’s been like that for a while before this problem occured.
I did just notice though that there’s no saturation and contrast issue when building in gamma, so it’s got to have something to do with linear color space.
Thanks, but we tried to build in 2019.1.4f1 as well and still had the issue. The 2019.2b seems to work however, so we’re gonna wait for that to come out of beta instead.
@aleksandrk Yes it is! The normal postprocessing stack. It doesn some stuff though when i enter different PP-volumes, the effects just dont get displayed properly.
@aleksandrk Nice Devices were: LG Nexus 5 and Nexus 6 (all running OpenGL due to their old Android Version). Every device that supports Vulkan didnt show the issue (Nokia 5, Galaxy Tab 2016, Pixel 1st Gen).
@rjosebfs Partially. The bug had two parts, one in the pipeline itself, and one in the post processing stack. The pipeline part is going to be back ported (if not already), but the post processing part is trickier. It would double the variants for the Uber shader in PPv2, and it’s already quite a lot of them there.
Those changes fixed the darkness of everything but the screen overlay UI. I can’t find any other related issues. Is this known? Is FinalBlitPass happening after UI in the newer versions?
@aleksandrk I upgraded my project from LWRP to Universal now to see if the fix worked. Everything seems fine, but now I dont get any PP-effects shown at all anymore, but I noticed that the camera itself has some PostProcess-Options now (Volume Mask and a Trigger to render PP-Effects), that were not there before. (Post Processing stack is up to date according to the Package Manager).