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Pixellated shader water texture in Mobile

Hi guys!! I'm having some troubles to get the same water shading result in mobile such like PC. Water shader in editor looks great, even playing in mobile previewer, but when I launch the level on mobile (iOS or Android, both having this issue) is when the issue show up. Here's the problem:

Running iPad, very pixellated: alt text

In editor (mobile previewer): alt text

Material that I use to create the water: alt text

Product Version: Not Selected
Tags:
waterissue01.jpg (309.5 kB)
watermat01.jpg (724.1 kB)
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asked May 07 '15 at 12:54 PM in Rendering

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BaekIronFist
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avatar image AndrewHurley May 07 '15 at 03:09 PM

Hey BaekIronFist,

I have a few questions which will help me determine and narrow down the source of the issue.

Is your project set up for the correct targeted platform?

What are the devices you are deploying to when launching the game?

Which version of the engine are you running?

Take a look at the guidelines for developing materials on the mobile platforms to see if you could be overlooking any important considerations or tips.

Materials for Mobile

https://docs.unrealengine.com/latest/INT/Platforms/Mobile/Materials/index.html

Let me know if you have any other questions as well.

Thank you,

Andrew Hurley

avatar image BaekIronFist May 07 '15 at 03:44 PM

Is your project set up for the correct targeted platform?

Yes! iOS and Android.

What are the devices you are deploying to when launching the game?

Huawei Ascend P7 and iPad Air 1

Which version of the engine are you running?

4.7

Take a look at the guidelines for developing materials on the mobile platforms to see if you could be overlooking any important considerations or tips.

As far as I know, mobile limitations on texture samples in a same material are 5 and for high end devices are 16, so, there is no problem I guess. So my only worry here is probably the roughness and tiling. Could be this a huge problem?

I've disabled the HDR and bloom features to get the game less expensive in mobile devices.

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Hey, can you try doing all of your panning UVs using "Custom UVs"? That computes using the vertex shader which has higher precision.

CustomUV Documentation

Also, the way you are actually adding a Panner to another texture coordinate like that is somewhat odd. I am not sure what that is meant to do but I would also try disconnecting one of those coordinates and try using simple panners as well.

Also your bottom panner uses raw Time. You should do Frac on time before using it in a panner like that. It won't visually change anything since offsetting past 1 is just tiling. Huge time values are bound to cause the issue you are seeing. The cosine in the above panner is probably working like the frac though.

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answered May 07 '15 at 03:50 PM

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RyanB STAFF
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