In a clean unity 2021.3.9f (LTS) install using URP 12.1.7, additional lights seem to be broken when setting the build target to Android.
Here's a screen shot with Windows as build target:
And here's the exact same scene, just with android as build target:
Details:
Using the Toon material included in the package.
No settings were changed to the default 3D (URP) template
Render pipeline set to the URP "HighFidelity" preset (has 8 per pixel lights set for additional light and most settings maxed out)
Update: The problem doesn't seem to be in the light indexing, but rather in calculating the ToonAttenuation. Tried applying a standard lighting model for the additional lights, which worked as expected.
In a clean unity 2021.3.9f (LTS) install using URP 12.1.7, additional lights seem to be broken when setting the build target to Android. Here's a screen shot with Windows as build target:
And here's the exact same scene, just with android as build target:
Details:
Thanks for your work - just thought I would report it for anyone battling with this problem. I don't know if this may be related to the light indexing problem described here: https://forum.unity.com/threads/additional-lighting-issue-when-switch-to-android-platform.1191736/ With a unity case (though it is marked as fixed): https://issuetracker.unity3d.com/issues/mobile-urp-all-lights-are-emitting-light-from-one-light-spot-when-the-platform-is-set-to-android-or-ios
Update: The problem doesn't seem to be in the light indexing, but rather in calculating the ToonAttenuation. Tried applying a standard lighting model for the additional lights, which worked as expected.