I've set up a fairly basic scene.
The banding on the light is horrible. Is there a way past this? I'm expecting lower graphics because it's being displayed on mobile, but I assumed the lower graphics would affect the poly count, not the spread of light.
Texture: White 1px x 1px square - Uncompressed 16bit
Material: Mobile / Diffuse
Lightmap: Baked (shows smooth in Unity). Uncompressed
Light: Point; 50 range; 0.5 intensity.
What's the best way for me to optimise this so it displays a little smoother? I know in the iPhone and iPad, I can use JPEGs and PNGs for images without banding on the gradients so if it does support it, how come it doesn't appear to work here?
If there's no solution, could somebody perhaps let me know why this is happening?
I've figured it out.
I read threads with the subject of Anti Aliasing, and threads on Adjusting my texture properties, my Lighting Properties but I've found the solution myself!
32 bit Display Buffer.
In your player settings, under Resolution & Presentation turn the 32 bit Display Buffer ON to prevent this!
answered May 24 '12 at 03:09 PM