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HDR/Bloom issue when using multiple cameras in URP

Discussion in 'Universal Render Pipeline' started by soorya696, Feb 24, 2020.

  1. soorya696

    soorya696

    Joined:
    Dec 13, 2018
    Posts:
    71
    I followed this (https://docs.unity3d.com/Packages/c...7.2/manual/rendering-to-a-render-texture.html) instruction to have multiple cameras in my scene. I have a bloom effect in my scene which is working perfectly in my ARCamera(main camera). But, after adding the second camera, the bloom effect is not appearing in the game view (working in the scene view).
    I've enabled post-processing in both cameras (I'm sure that there is no problem with the cameras). The problem is, render texture does not capture the HDR color from the ARCamera.
    How to fix this?

    Reference Screenshots

    ar_cam_view.PNG cam_props.png

    Thanks in advance!
     
    Last edited: Feb 26, 2020
  2. d_demetori

    d_demetori

    Joined:
    Jun 26, 2014
    Posts:
    1
    Changing "Color Format" of Render Texture to R16G16B16A16_SFLOAT worked for me
     
    soorya696, LushkinR and tikali23 like this.
  3. tikali23

    tikali23

    Joined:
    Apr 2, 2016
    Posts:
    3
    Changing the Color Format fixed this for me as well. Thanks!
     
    soorya696 likes this.
  4. LushkinR

    LushkinR

    Joined:
    Mar 15, 2019
    Posts:
    3
    Thanks a lot ! This works perfectly !
     
    soorya696 likes this.
  5. encryptX3

    encryptX3

    Joined:
    Feb 12, 2017
    Posts:
    1
    Yup, same problem for me, fixed it in code with:
    Code (CSharp):
    1. texture.format = RenderTextureFormat.RGB111110Float;
     
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