Author Topic: color banding in iOS Metal but not Unity  (Read 1247 times)

I'm getting some color banding in iOS with our pbr textures. We're layering uniform colors and using a blur node to blend them together to create a layered eye shadow effect on an eyelid object.  In Unity everything looks great. Once we build the app and view it on an ios device the colors are banding and the gradation from blurring isn't working.

Do we need to set the color nodes to a certain bit depth or range between 0 and 255?

Is there a setting in xcode that we need to change?

I'm getting some color banding in iOS with our pbr textures. We're layering uniform colors and using a blur node to blend them together to create a layered eye shadow effect on an eyelid object.  In Unity everything looks great. Once we build the app and view it on an ios device the colors are banding and the gradation from blurring isn't working.

Do we need to set the color nodes to a certain bit depth or range between 0 and 255?

Is there a setting in xcode that we need to change?

Hi,

Are you using the Substance plugin? For the banding, it sounds like textures are being compressed and creating the banding. What is the compression set in Unity?

Cheers,
Wes
Head of Substance Demo Art Team
the3dninja@adobe.com
Twitter: The3DNinja

Sorry for not replying. We did end up resolving this. It ended up being the resolution settings. We were set at 512 which was working fine for solid colored objects which was necessary for our purposes. We pushed to 1024 and that cleared things up but we had to use it sparingly with only the most necessary textures since we're running everything in real time.