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Question by danhanly · May 23, 2012 at 12:31 PM · texturelightlightmappingquality

Smooth Lighting/Texturing on iOS - Preventing Banding

I've set up a fairly basic scene.
When testing on an iPad it looks like this:

alt text

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?

Screen Shot 2012-05-23 at 13.25.24.png (32.9 kB)
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Answer by danhanly · May 24, 2012 at 03:09 PM

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!

alt text


Screen Shot 2012-05-24 at 16.09.02.png (16.5 kB)
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