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By Design
Votes
0
Found in
2018.3.0a6
Issue ID
1065059
Regression
No
Spot and point lights are missing or rendered incorrectly on OpenGLES3 and OpenGLES2
To reproduce:
1. Open [Particles]FTP project from the Collab (smaller project version in progress);
2. Open "18_LightsModule" scene;
3. Change Graphics API to OpenGLES3;
4. Build and run on iOS and Android devices;
5. Repeat with OpenGLES2.
Expected result: lights are rendered correctly.
Actual result (see attachments):
-Lights are missing or rendered incorrectly (Samsung S9+, Huawei 6P, LG G4) - OpenGLES3,
-Lights are pixelated (all iOS and Android devices) - OpenGLES2.
Devices under testing:
iOS devices:
-iPad Mini 5th gen, SoC: A9, iOS: 10.3
-iPad Mini 4, SoC: A8, iOS: 11.4
-iPhone 7 plus, SoC: A10, iOS: 11.4
-iPhone X, SoC: A11, iOS: 11.4.1
Android devices:
-Samsung Galaxy Note 8 (SM-N950F), 7.1.1, CPU: Exynos 9 Octa 8895, GPU: Mali-G71;
-Lge LG G4, 6, CPU: Snapdragon 808 MSM8992, GPU: Adreno (TM) 418;
-Huawei Nexus 6P (Nexus 6P), 8.0.0, CPU: Snapdragon 810 MSM8994, GPU: Adreno (TM) 430;
-Samsung Galaxy S9 (SM-G960U1), 8.0.0, CPU: Snapdragon 845 SDM845, GPU: Adreno (TM) 630;
-Samsung Galaxy S6 Edge+, 7, CPU: Exynos 7 Octa 7420, GPU: Mali-T760.
Reproduced with: 2018.1.9f1, 2018.2.2f1, 2018.3.0a6
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Resolution Note (2019.2.X):
https://docs.unity3d.com/Manual/RenderTech-DeferredShading.html On mobile, deferred shading is supported on devices running at least OpenGL ES 3.0, so it's not going to work with GLES2