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PBR Shader with UPR returning far too strong emission

Discussion in 'Shaders' started by busterlock, Jun 21, 2020.

  1. busterlock

    busterlock

    Joined:
    Sep 26, 2015
    Posts:
    58
    Hi! I was following this tutorial from Brackeys about creating a force field, and I got the following error (attachment 1).

    If I delete the volume script from the camera everything works out just fine. My Shader Graph looks like this (attachment 2).

    A big difference is that Brackeys is using the old LWRP Shader and Unity's new version is the UPR, so how can I use PBR shading that it doesn't blind people, but still get the result I want.
     

    Attached Files:

    Last edited: Jun 21, 2020
  2. Namey5

    Namey5

    Joined:
    Jul 5, 2013
    Posts:
    188
    Run the output of the subtract node through a saturate node before sending to the master node. As it is the values will be unclamped and will actually end up being above one in some areas thus contributing to bloom.
     
    busterlock likes this.
  3. busterlock

    busterlock

    Joined:
    Sep 26, 2015
    Posts:
    58
    It worked! Thank you very much.