Am I missing something in the Player Settings to enable post processing for OPENGL ES 2.0 with the Samsung Galaxy S7? I just really don't get it that even if Samsung J7 prime uses Build A (OPENGL ES 2.0), it shows the post-processing while Samsung Galaxy S7 does not show Post Process when using Build A. I really don't know what to do at this point, I want my build to (1) perform faster, (2) have the post processing effects and at the same time (3) support Android 4.4 version and above. The movement away from fixed function pipelines was an important landmark and many great games were made that were powered by Unity. HOWEVER, the Samsung Galaxy S7 doesn't have the Post Processing Effects when it uses BUILD A, but has the post processing effect when it uses Build B. Unity has been proud to support OpenGL ES2 as a graphics API for mobile platforms since 2010, and we have continued to do so to this day.
I also tried running Build A (OPENGL ES 2.0) in a Samsung Galaxy S7 (Android 6.0.1) and it works fine. I have noticed that the game runs much faster when it uses OPENGL ES 2.0 in a Samsung J7 Prime phone (Android 8.1).
I have two builds for the Android platform where 'BUILD A' uses OPENGL ES 2.0 and 'BUILD B' uses OPENGL ES 3.0.īoth builds also uses the URP Post Processing.