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Question by paulfrank · Jun 15, 2012 at 11:02 PM · iosipad32bit

Digital Banding on iPad

New to Unity and have tried to look around the forums for what is probably a simple answer.

When I build to the iPad I get a digital banding effect. How do I overcome this?

I already tried checking 32 bit display buffer as described here but it didnt make any difference.

EDIT :

Here is a link to the zipped up project...

zip file

This is simply a pure white ball on a white plain with a spotlight

There are no texture maps

In Unity the gradients display smoothly but when I build it to an iPhone/iPad the gradient is compressed and results in a harsh striping effect.

alt text

Banding_Test.zip (224.6 kB)
banding_pip.jpg (73.9 kB)
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avatar image Jessy · Jun 15, 2012 at 11:24 PM 0
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Post a package to the forum and link to it here. If its not the buffer, I don't know what's wrong.

avatar image Fattie · Jun 16, 2012 at 04:52 AM 1
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what are we seeing? Why is it b/w? Do you have some sort of texture (like a pNG or something) on the floor there??

avatar image Jessy · Jun 16, 2012 at 04:54 AM 1
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  • for "what are we seeing", but why would it not be grayscale? I'm assu$$anonymous$$g it's a spotlight; Unity uses two alpha texture lookups – one for attenuation, and another for shape – for a spotlight.

avatar image Fattie · Jun 16, 2012 at 04:59 AM 0
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Sometimes on the internet you just have to say to the other guy ... "You're right" You're right!

Look, I haven't had any coffee yet :) I was probably suffering "newbie rage", it will turn out the questioner needs the formula for a parabola or that was actually an image made in corel draw or something ... sorry :)

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