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?