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Bloom results in black screen - Unity 2020.1

Discussion in 'High Definition Render Pipeline' started by BitAssembler, Jul 24, 2020.

  1. BitAssembler

    BitAssembler

    Joined:
    Jul 13, 2017
    Posts:
    90
    We did a quick test branch with Unity 2020.1. The bloom post-fx outputs a black screen when certain objects are in view. Stop NaNs is activated. The same scene-setting in 2019.4.2 is working fine.

    Unity 2020.1
    HDRP 8.2.0

    upload_2020-7-24_10-54-36.png
    upload_2020-7-24_10-55-3.png
     
  2. Sycoforge

    Sycoforge

    Joined:
    Oct 6, 2013
    Posts:
    751
    Any news on this issue?
     
  3. pierred_unity

    pierred_unity

    Unity Technologies

    Joined:
    May 25, 2018
    Posts:
    433
    Hello, a few questions:
    1. What is the precision for "Rendering>Color Buffer Format" and "Post-Processing > Grading LUT Format" (and Buffer Format) in your HDRP asset? And did you try to alter these settings?
    2. Also, you mention the problem appears when "certain objects are in view". Can you be more specific? If you hide said objects, is the problem fixed? did you then try to isolate the material property/shader that badly affects the bloom?
    3. Is it actually a Bloom issue, or an exposure problem related to a pixel being extremely bright potentially? Does the problem disappear with a Fixed Exposure?
     
  4. SebLagarde

    SebLagarde

    Unity Technologies

    Joined:
    Dec 30, 2015
    Posts:
    934
    Hi, you have NaN checker in the Render Pipeline windows, -> rendering section, it will allow you to identify which object is hill formated. Bloom in this kind of cases is very rarely the guilty.