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