Search Issue Tracker
By Design
Votes
1
Found in [Package]
11.0.0
Issue ID
1304185
Regression
No
[URP] Global Volume Bloom Post-Processing flickers when object moves in the View Space
How to reproduce:
1. Open the attached project ("BloomArtifactsBug.rar")
2. In the Scene View move around the "Main Camera"
3. Notice Bloom flickering in the Game View
Expected results: Object does not flicker with Bloom Post-Process Global volume when it moves in the View Space
Actual results: Object flickers with Bloom Post-Process Global volume when it moves in the View Space
Reproducible with: URP 7.3.1, 7.5.2 (2019.4.19f1) URP 10.1.0, 10.2.2 (2020.2.3f1) URP 11.0.0 (2021.1.0b5, 2021.2.0a3)
Could not test with: 2018.4.31f1 (URP didn't exist yet)
Notes:
Reproduces with: Vulkan, Direc3D11, OpenGL
Does not reproduce if on fullscreen or object takes up more than 5% of the View Space
Reproduces both with 2D and 3D
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Image is distorted when VisualElement is scaled and Scale Mode set to scale-and-crop
- Euler angles return different values during Animation Event when using Playables API and the time is 0
- Editor is frozen on "Reloading Domain" when entering Play Mode for the second time using Socket.Poll(-1, ...)
- Empty GameObjects are created without Skinned Mesh Renderers when using AnimatorUtility.DeoptimizeHierarchy() on FBX files with same-named GameObjects
- Snapshots don't work for exposed parameters after using SetFloat
Resolution Note:
This is by design as the mesh simply to thin and takes only one pixel of width. After bloom downscaling pass linear filtering blends it with background depending on position, this way losing its intensity. As result it is no longer strong enough to contribute to bloom effect (In this particular case it is intensity drops from 1 to 0.0103).