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Question by ivarhill · Apr 23, 2019 at 03:01 AM · androidtexturecompressionartifactsrender texture

Strange texture artifacts and dithering on Android

I'm having two issues with textures on Android - I'm not sure if they are related or not.

This is what the scene looks like on Android:

alt text

And this is what it (correctly) looks like on PC:

alt text

Note that as you can see in the PC shot, the pixelation is intentional - the viewport is actually a render texture being upscaled with point resampling for a pixelated look. However, two other issues can be seen:

  • First off, any UI texture that uses an additive shader looks completely glitched, as can be seen in the glow effect on the bottom center button - this issue appears every single time there's a UI image being drawn on the screen that uses an additive shader.

  • Second, the render texture used for the main camera render looks very off, as if it's dithered or compressed somehow. I thought render textures were actually uncompressed so not sure why it's looking this way compared to on PC.


For clarification, the render texture is generated and drawn in this function: https://pastebin.com/jCwZF3NZ - see this question for an overview of how it's set up: https://answers.unity.com/questions/1624635/best-way-to-render-viewport-at-lower-resolution-fo.html


I don't know if the additive texture glitch and the compression/dithering issue of the render texture are related, but would be grateful for any insight. Standalone PC builds do not have this issue, I only see it on Android. For what it's worth performance is also currently much worse than expected on Android, but that might be unrelated.

screenshot-android.jpg (416.8 kB)
screenshot-pc.jpg (312.1 kB)
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avatar image ivarhill · Apr 23, 2019 at 05:46 AM 0
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Something I discovered: When setting "Use 32-bit display buffer" to true in the player settings, the dither-like effect of the rendertexture disappears. What does this imply, and can I resolve it in a different way than simply turning this on?

It doesn't seem to have any effect on the first issue so perhaps that is unrelated after all.

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