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Bloom Threshold/Intensity URP #373

@Pachinko0

Description

@Pachinko0

Bug:
Im using Unity Toon shader for almost every objects in my scene. However, when i need extra functionality like vertex animation or other features i use base Unlit shader from Unity Shadergraph as its more straight forward to modify (pd. please migrate it).

My issue is that Post Processing Bloom isnt reacting equally with both shaders even tho they are Unlit and im using Built in URP Unlit as a base.

image

The hanging flag in this image is an Unlit blank shader, only with a sampled Texture as output of Base Color.
All other objects are Unity Toon shader.

The Toon materials react subtly to Bloom with 0.7 Threshold, but any other Unlit shader gets considerably bright with below 1 values, making it too hard to use other shaders with this one as the post processing doesnt behave the same.

To Reproduce:

Set PP Bloom threshold to 0.7 and Intensity to 2.27.
Directional Light set to 0.61.
Create two objects, one with Unity Toon shader material and another one with a Blank Unity URP Unlit shader that samples a texture 2D.

Expected behavior:
Expect the same response for Bloom with Toon Shader as built in Unlit shader (eg. Unlit Unity shadergraph).

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