Is there a mobile alternative to Light Probe Proxy Volume?
In my game, I have a large object that has Skinned Mesh Renderer on it. At the moment the light (from Light Probe nodes) is spreading very badly over this object. It uses one value from light probe node for whole object, which leads to resonance with the light sources. This is noticeable on the boundaries of the object, since the central part (where the anchor for the object is selected) gets the correct values from the light sample.
The solution to this problem is the light probe proxy volume, which perfectly deal with this task and evenly distributes light around the object. But the hardware requirements indicate that The component requires at least Shader Model 4 graphics hardware and API support, including support for 3D Textures with 32-bit floating-point format and linear filtering.
So the question is, what can be the solution to this problem in a mobile development (Shader Model 2).
Thanks.