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

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

  1. FadiObaji

    FadiObaji

    Joined:
    Nov 24, 2017
    Posts:
    109
    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
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