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Third Party Issue
Votes
0
Found in
2022.3.0f1
2023.1.0b19
2023.2.0a17
2023.3.0a1
Issue ID
UUM-36822
Regression
No
GameObject Shaders emit an intense bloom when "Forward" or "Forward+" is set in Rendering Path
How to reproduce:
1. Open the “Rendering_Path_Shader_Bug“ project
2. Open the “SampleScene”
3. Observe the Scene view then the Game view
4. In “URP-HighFidelity-Renderer” Universal Renderer Data asset change Rendering Path to “Forward” or “Forward+”
5. Observe the Scene view then the Game view again
Expected result: “Door” GameObject in Game view looks the same as in Scene view
Actual result: “Door” GameObject has an intense bloom
Reproduced with: 2022.3.0f1, 2023.1.0b19, 2023.2.0a17
Could not test with: 2020.3.48f1, 2021.3.26f1 (Project depends on Entities and Entities Graphics Packages which are not supported)
Reproduced on: Windows 11
Notes:
1. Could not test with Player → Build fails
2. Not reproducible when Rendering Path is set to “Deferred”
3. Color of the shader is ignored → the color of the intense bloom is always white
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Resolution Note:
This was determined to be an issue with a shader graph node function provided by the asset store package being used in the repro test project.
The shadergraph using this node supplies UV information to drive the following function (float scalar = 1 - sqrt(1 - x * x);) which is the code representation of the Circular Ease (Mode: In) node.
Because the term to be square rooted can be potentially negative, nans are potentially output from this function, which are then propagated by HDR/MSAA resolve, and exacerbated by bloom post processing.
I have independently reproduced this bug by rewriting the shader manually in Shader Lab with the same error results, and 'resolved' it by simply putting any form of min, or other clamping function inside the sqrt term to prevent negatives