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[solved] Bloom inexplicably not working in Windows build only, despite showing up in Frame Debugger

Discussion in 'Universal Render Pipeline' started by japhib, Jun 27, 2021.

  1. japhib

    japhib

    Joined:
    May 26, 2017
    Posts:
    65
    Hi, I've got a game using the 2d renderer for URP. I have Bloom post-processing set up in this game, and it works fine in most cases. However, specifically for the Windows standalone build, the bloom does not appear. It does work successfully in the editor on both Windows and Mac, and it works in the Mac standalone build. I'm not sure what's special about the Windows build that makes it not work.

    I've tried making sure that the shader is included in the build, and I'm confident that it is. From looking at the Frame Debugger, it looks like the shader needed is "Hidden/Universal Render Pipeline/Bloom", and I've made sure to include this in the list of "always included shaders" in the project Graphics settings.

    I've also added a couple lines in a script at runtime that just logs out some stuff to verify that the graphics device, graphics type (Direct3D11), and supported shader level (50) in the build are all exactly the same as the ones in the editor. It even uses Shader.Find to make sure that the Bloom shader is present at runtime in the build, which it is.

    What's even weirder is that I can see the draw calls for Bloom in the Frame Debugger when I attach to the build from the editor. Everything looks like it should, except that in the final image, the bloom isn't present.

    Any ideas what to try here? I'm going mad trying to figure out what's wrong.

    This is on Unity 2020.3.2.
     
  2. japhib

    japhib

    Joined:
    May 26, 2017
    Posts:
    65
    Turns out I'm an idiot. It was working, but I guess I accidentally changed the settings to make it a lot less noticeable.