Banding in dim Lighting
I have posted also on the Unity forums but thought I'd ask here too.
I am getting some strong color banding in my dimly lit scene, from the lighting/shading using the default Diffuse with a texture map and standard point lights without shadows. I haven't found a good answer to similar concers by others on the Unity forums.
Things that I have tried,
- Re importing/converting the shaders' diffuse textures with the highest color depth settings.
- Change the cameras to render HDR.
- Re-wrote the default diffuse shader that I used to swap fixed4 _Color -> float4 _Color
Here is a picture of how it looks (top half brightened in photoshop for clarity)

And before you say that it is maybe my graphics card take a look at the following radial grad created in Nuke. It does not seem to have the same banding at all.

Does anyone else get the same and does anyone have any suggestion for how to get rid of it?
(It is a bit hard to see in a bright room but very clear inside the rift.)
Cheers
Fred
I am getting some strong color banding in my dimly lit scene, from the lighting/shading using the default Diffuse with a texture map and standard point lights without shadows. I haven't found a good answer to similar concers by others on the Unity forums.
Things that I have tried,
- Re importing/converting the shaders' diffuse textures with the highest color depth settings.
- Change the cameras to render HDR.
- Re-wrote the default diffuse shader that I used to swap fixed4 _Color -> float4 _Color
Here is a picture of how it looks (top half brightened in photoshop for clarity)

And before you say that it is maybe my graphics card take a look at the following radial grad created in Nuke. It does not seem to have the same banding at all.

Does anyone else get the same and does anyone have any suggestion for how to get rid of it?
(It is a bit hard to see in a bright room but very clear inside the rift.)
Cheers
Fred
