Search Unity

  1. The 2022.1 beta is now available for testing. To find out what's new, have a look at our 2022.1 beta blog post.
    Dismiss Notice

Help Wanted Bloom effect bad outcome on iOS? (screenshot included)

Discussion in 'Universal Render Pipeline' started by FadiObaji, Sep 10, 2021.

  1. FadiObaji


    Nov 24, 2017
    I have this simple Arc shader-graph that i made, it works perfectly on PC, Android, Mac and even really old devices, but when it comes to iOS, it's broken.

    I enable bloom (intensity: 0.5) when this shader is applied to a gameObject that is visible on screen.

    Now below scenarios happen only when this shader is visible on screen.

    On iPhone (7):
    The bloom effect just behave horribly like in this video screenshot:

    On iPad (Pro):
    The bloom effect looks normal, BUT all gameObjects that use shader-graphs gradually lose quality a bit by bit until eventually (after few minutes) appear very bad. Check the difference between the same shader:

    Both are the Same Prefab
    Left: when the game starts.
    Right: after few minutes of playing.

    Note: It's not only this shader, all shader graphs loose quality after few minutes!
    Something worth noting though: i set all nodes' precision to half to make the shader less expensive.

    I tried All LTS versions of Unity, all seem to behave this way!

    Can anyone help me with this please?
    Last edited: Sep 10, 2021