I’ve been using Nomad for more than 3 years now especially for everything like environmental rendering and creating 3D models of objects. Its rendering features are impressive similar like desktop quality. But it has some flaws in terms of screen space reflection (only renders what’s currently displayed on the screen, not the whole scene), refraction (no caustics), point lighting shadow (screen spce only, no shadow map), limited HDRI resolution (capped at 1K and converts everything to Radiance HDR), dynamic range and bit depth (only indexed color 8 bit png) and no displacement map. Phones are becoming more and more powerful over the years but still Nomad mostly uses GPU rendering and some rendering engines like Blender can utilize both CPU or GPU for rendering.
I found this photon mapping engine which I think would be good for Android device especially with non ray tracing hardware and probably could utilize both CPU and GPU rendering: GitHub - yumcyaWiz/photon_mapping: minimal but extensible header only implementation of photon mapping in C++
In fact, that rendering engine has caustics rendering and indirect lighting with final gathering which maybe suited for high-end showcase and visualization. In photon map shader, there is no option for reflection, global illumination and ambient occlusion that might ruin the original algorithm. There is also no option to control shadow bias
Guys, would it be a great idea if photon mapping would be the fourth shading mode alongside with PBR (real-time), MatCap and Unlit?