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Question by VivienS · Jan 22, 2014 at 09:40 PM · androidiostexturemobileresolution

Texture looks low-res/chunky/pixelated on mobile

My texture atlas gets a very low-resolution look if I build on certain mobile devices.

This is the correct look, taken from Galaxy Tab (it looks this way in the editor too):

alt text

This is what it looks like on the iPhone4 and the Galaxy S

alt text

It looks as if the texture was reduced to 256*256px with point interpolation, although the texture is actually 1024*1024px, with bilinear interpolation and no mipmaps.

Any ideas why this could be happening?

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avatar image VivienS · Jan 31, 2014 at 10:15 AM 0
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any ideas yet? I've tried a couple of different approaches, mostly changing the precision of the calculations in the shader, but nothing so far :-/

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Answer by VivienS · Feb 25, 2014 at 11:06 AM

Ok, damn.

The problem was actually the precision of the UV coordinates in the shader. I only forgot that I'm using another shader on mobile than in the viewport. Changed the following lines in the correct shader:

 struct Input {
    fixed2 uv_MainTex;
 };

to

 struct Input {
    float2 uv_MainTex;
 };

and the problem was gone. Apparently fixed is translated to some really low precision variable on older hardware.

Thank you!

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Answer by OtsegoDoom · Jan 31, 2014 at 02:32 PM

Check the quality settings for the format you're exporting to. They may be different from the settings used in the editor. By default the mobile platforms are set to a lower quality level which could reduce your texture size depending on the settings.

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avatar image TheChosenBlob · Jun 24, 2015 at 08:31 AM 0
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Changing the default quality settings worked for me.

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Answer by jreilly · Mar 20, 2016 at 04:24 PM

I know this thread is old but I wanted to add another answer in here. I had the same problem and it turned out that I had "Generate Mip Maps" checked for some specific Sprites. The moment I unchecked it it looked fine on mobile.

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