Directional Light with Default Material have large brightness differences between Mobile and Desktop
I have a very simple scene setup. A plane with a default material applied, with the plane facing the camera and a directional light aimed down towards the plane from the upper right corner. When I view the results in both Shader Model 5 vs Mobile Preview ( both High End and Low End Mobile ) I see a large lighting difference between Shader Model 5 and Mobile Preview. I verified that I am not making use of Auto Exposure and have it set to 0. I have no texture inputs, and the material is at it's default settings ( except for full precision for mobile, though this made no difference ). In my Project Settings I made sure to turn on Mobile HDR as well.
Visually this seems to be a difference in shading, seemingly in the specular response ( I zeroed out the specular and used a black color input to the base color and both Shader Model 5 and Mobile Preview gave the same result ( images below ) ). I am not making use of shadows currently ( they are on for the light, but turning them off also gave the same exact result ). Setting my light from Moveable to Stationary made no difference, and using Static isn't an option for this game.
I have looked through many questions on AnswerHub regarding visual differences between Mobile and Desktop, but nothing has so far helped me. I am really hoping I am missing something.
Shader Model 5
High End Mobile
Low End Mobile
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