# Post-Processing

**URL:** https://discussions.unity.com/c/graphics/post-processing/139.md?page=1

[Latest](https://discussions.unity.com/latest.md) · [Categories](https://discussions.unity.com/categories.md) · [Tags](https://discussions.unity.com/tags.md)

**Page:** 2

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## [Post Processing Volume doesn't show at MacOS 15.7.3](https://discussions.unity.com/t/post-processing-volume-doesnt-show-at-macos-15-7-3/1696145)

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**Author:** [@droide52](https://discussions.unity.com/u/droide52)\
**Replies:** 0\
**Last updated:** [November 19, 2025, 5:24pm UTC](https://discussions.unity.com/t/post-processing-volume-doesnt-show-at-macos-15-7-3/1696145 "2025-11-19T17:24:28Z")

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I got a Mac mini using MacOS 15.7.3 and when I’m trying to preview post process effects it doesn’t show anything. Well, I passed the last 5 hours trying to find the error but let me tell you it isn’t an error: you just …

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## [How to post-process after "Screenspace Overlay" Canvas?](https://discussions.unity.com/t/how-to-post-process-after-screenspace-overlay-canvas/674743)

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**Author:** [@Peter77](https://discussions.unity.com/u/Peter77)\
**Replies:** 15\
**Last updated:** [November 9, 2025, 2:13am UTC](https://discussions.unity.com/t/how-to-post-process-after-screenspace-overlay-canvas/674743 "2025-11-09T02:13:16Z")

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I’m trying to find a solution to post-process the “final frame-buffer” image. I want to do this to apply a brightness filter, which must affect both, the scene and Screenspace Overlay UI elements. However, I can’t figure…

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## [SC Posts Effects throwing up shader errors when building - Help!](https://discussions.unity.com/t/sc-posts-effects-throwing-up-shader-errors-when-building-help/1691664)

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**Author:** [@ArgotBertha](https://discussions.unity.com/u/ArgotBertha)\
**Replies:** 4\
**Last updated:** [October 24, 2025, 8:45pm UTC](https://discussions.unity.com/t/sc-posts-effects-throwing-up-shader-errors-when-building-help/1691664 "2025-10-24T20:45:41Z")

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I’ve no clue about shaders, so I really could do with some help on this. The original version of the asset is 2020.3.1, and I’m using 2021.3.6f1, so there shouldn’t be a mismatch, but I don’t understand the error message…

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## [Post-processing issue with visual environment](https://discussions.unity.com/t/post-processing-issue-with-visual-environment/1690639)

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**Author:** [@CodeExplodeStudios](https://discussions.unity.com/u/CodeExplodeStudios)\
**Replies:** 0\
**Last updated:** [October 16, 2025, 11:17am UTC](https://discussions.unity.com/t/post-processing-issue-with-visual-environment/1690639 "2025-10-16T11:17:27Z")

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When I try to enable the visual environment on the post-processing stack, I end up with this weird pixelated mess, but it seems to be in world space on one axis rather than the entire thing.

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## [Why do i still get bloom after i delete my global volume?](https://discussions.unity.com/t/why-do-i-still-get-bloom-after-i-delete-my-global-volume/1687908)

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**Author:** [@ChristophDesigns](https://discussions.unity.com/u/ChristophDesigns)\
**Replies:** 5\
**Last updated:** [October 5, 2025, 5:58pm UTC](https://discussions.unity.com/t/why-do-i-still-get-bloom-after-i-delete-my-global-volume/1687908 "2025-10-05T17:58:08Z")

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I have an item pickup in my game that i want to glow so i added a global volume then i noticed it makes all my other scene lights bloom too. I deleted the volume and added one to the object. It won’t bloom on its own. I …

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## [Post Processing setting active/enable seems crazy](https://discussions.unity.com/t/post-processing-setting-active-enable-seems-crazy/1685541)

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**Author:** [@OneCookie](https://discussions.unity.com/u/OneCookie)\
**Replies:** 3\
**Last updated:** [September 30, 2025, 1:05pm UTC](https://discussions.unity.com/t/post-processing-setting-active-enable-seems-crazy/1685541 "2025-09-30T13:05:40Z")

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– Short version: Trying to have only Bloom PP enabled to see if FPS improve. How can I selectively disable particular PP component? – More detail: I’m using URP with Unity 6.0. I tried out PP using the docs and got …

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## [Android doesn't match desktop for post processing](https://discussions.unity.com/t/android-doesnt-match-desktop-for-post-processing/1685103)

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**Author:** [@nglamdztop1ff](https://discussions.unity.com/u/nglamdztop1ff)\
**Replies:** 2\
**Last updated:** [September 26, 2025, 4:11am UTC](https://discussions.unity.com/t/android-doesnt-match-desktop-for-post-processing/1685103 "2025-09-26T04:11:23Z")

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So I use the bloom effect on the post processing effects and it worked correctly for the desktop here: And with nothing changed, here is what it looks like in the Android platform: You can see the shield differs,…

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## [Changing post processing values programmatically when Time.TimeScale = 0 does nothing](https://discussions.unity.com/t/changing-post-processing-values-programmatically-when-time-timescale-0-does-nothing/1682838)

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**Author:** [@Josh\_Epiphany](https://discussions.unity.com/u/Josh_Epiphany)\
**Replies:** 1\
**Last updated:** [September 10, 2025, 8:12am UTC](https://discussions.unity.com/t/changing-post-processing-values-programmatically-when-time-timescale-0-does-nothing/1682838 "2025-09-10T08:12:43Z")

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I’m trying to implement some graphical settings sliders into the Pause menu of a game I’m working on. Two of these settings are ‘Contrast’ and ‘Brightness’ in the ‘Color Adjustments’ component of a Volume Profile. Weirdl…

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## [\[SOLVED\] Depth of Field wrong for non-transparent, procedurally created object, only in WebGL](https://discussions.unity.com/t/solved-depth-of-field-wrong-for-non-transparent-procedurally-created-object-only-in-webgl/1679944)

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**Author:** [@Blenderik](https://discussions.unity.com/u/Blenderik)\
**Replies:** 4\
**Last updated:** [September 1, 2025, 9:53am UTC](https://discussions.unity.com/t/solved-depth-of-field-wrong-for-non-transparent-procedurally-created-object-only-in-webgl/1679944 "2025-09-01T09:53:40Z")

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I have a small scene with an FBX in the background and a procedurally generated mesh in the foreground. I’m trying to use Depth of Field (URP) and set the focus distance based on my camera location. In the editor everyt…

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## [How to make PostFX bloom resolution independent?](https://discussions.unity.com/t/how-to-make-postfx-bloom-resolution-independent/1624986)

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**Author:** [@Friedemann\_A](https://discussions.unity.com/u/Friedemann_A)\
**Replies:** 3\
**Last updated:** [August 29, 2025, 6:56pm UTC](https://discussions.unity.com/t/how-to-make-postfx-bloom-resolution-independent/1624986 "2025-08-29T18:56:22Z")

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I’ve noticed with several projects now that several Post Processing effects are not resolution independent. For example: Bloom and Screenspace Lense Flare change drastically in appearance with screen resolution. (If any …

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## [Post Processing Corrupted](https://discussions.unity.com/t/post-processing-corrupted/1677978)

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**Author:** [@Azizii](https://discussions.unity.com/u/Azizii)\
**Replies:** 1\
**Last updated:** [August 15, 2025, 3:03pm UTC](https://discussions.unity.com/t/post-processing-corrupted/1677978 "2025-08-15T15:03:11Z")

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Why does my whole project file goes corrupt and i couldn’t open it everytime when i try to install post-processing from the Unity Registry Package Manager?

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## [Need Help with PP Motion Blur](https://discussions.unity.com/t/need-help-with-pp-motion-blur/1677275)

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**Author:** [@ImDump](https://discussions.unity.com/u/ImDump)\
**Replies:** 0\
**Last updated:** [August 13, 2025, 10:47am UTC](https://discussions.unity.com/t/need-help-with-pp-motion-blur/1677275 "2025-08-13T10:47:51Z")

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Hello guys, I’m trying to add motion blur to my game, we use URP 2022.3. The motion blur work fine with the background but it also blur my character even the character not moving much on screen and not moving fast as wel…

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## [View Direction Node in Full Screen Pass for Glow Post Processing Effect produces position jitter with low near clip plane values](https://discussions.unity.com/t/view-direction-node-in-full-screen-pass-for-glow-post-processing-effect-produces-position-jitter-with-low-near-clip-plane-values/1676602)

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**Author:** [@Tirolinko](https://discussions.unity.com/u/Tirolinko)\
**Replies:** 0\
**Last updated:** [August 11, 2025, 1:18pm UTC](https://discussions.unity.com/t/view-direction-node-in-full-screen-pass-for-glow-post-processing-effect-produces-position-jitter-with-low-near-clip-plane-values/1676602 "2025-08-11T13:18:41Z")

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The Issue - Wobbling spherical glow effect at medium distances So I’ve got a 3D spherical glow post-processing effect built with Shader Graph, in URP. One of its uses is to add a controllable glow effect (used in additio…

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## [Graphical corruption](https://discussions.unity.com/t/graphical-corruption/1675720)

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**Author:** [@ParallelCirclesDev](https://discussions.unity.com/u/ParallelCirclesDev)\
**Replies:** 0\
**Last updated:** [August 8, 2025, 10:28am UTC](https://discussions.unity.com/t/graphical-corruption/1675720 "2025-08-08T10:28:49Z")

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Hi all, My team and I are porting a PC game to PS5 and Xbox Series. However, we’ve encountered a graphical bug, as you can see in the images, when a round finishes, the visuals break. At first, we tried fixing it by d…

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## [After upgrading to Unity 6, the post processing causes the UI and screen colors become darker](https://discussions.unity.com/t/after-upgrading-to-unity-6-the-post-processing-causes-the-ui-and-screen-colors-become-darker/1543190)

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**Author:** [@JagerZero](https://discussions.unity.com/u/JagerZero)\
**Replies:** 23\
**Last updated:** [July 22, 2025, 3:32pm UTC](https://discussions.unity.com/t/after-upgrading-to-unity-6-the-post-processing-causes-the-ui-and-screen-colors-become-darker/1543190 "2025-07-22T15:32:00Z")

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Everything works fine in the 2021 version, and everything works fine on PC. The post-processing configuration uses the default settings, and URP turns on HDR. Graphics: OPGLES3 Color: Linear Normal show： The fo…

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## [Exclude objects from Post-Processing (Built In RP)](https://discussions.unity.com/t/exclude-objects-from-post-processing-built-in-rp/1658512)

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**Author:** [@LittleGuy612](https://discussions.unity.com/u/LittleGuy612)\
**Replies:** 0\
**Last updated:** [June 23, 2025, 8:36pm UTC](https://discussions.unity.com/t/exclude-objects-from-post-processing-built-in-rp/1658512 "2025-06-23T20:36:27Z")

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Is there any way to achieve this exact effect in the built in pipeline: https://www.youtube.com/watch?v=XH--692TZz8 I know about using multiple cameras with different culling masks but this makes any object excluded fro…

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## [Post Processing not working in build (Unity 6)](https://discussions.unity.com/t/post-processing-not-working-in-build-unity-6/1657534)

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**Author:** [@Odyssean](https://discussions.unity.com/u/Odyssean)\
**Replies:** 3\
**Last updated:** [June 20, 2025, 8:16pm UTC](https://discussions.unity.com/t/post-processing-not-working-in-build-unity-6/1657534 "2025-06-20T20:16:36Z")

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I am finishing up a game right now, a quick one I made in about 3 weeks. While doing some final build testing, I realized post processing isnt showing up in the build, but it is in the editor. The only thing that really …

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## [How to exclude specific PostProcessing parameters from weight blending?](https://discussions.unity.com/t/how-to-exclude-specific-postprocessing-parameters-from-weight-blending/1656279)

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**Author:** [@ookk47oo](https://discussions.unity.com/u/ookk47oo)\
**Replies:** 0\
**Last updated:** [June 17, 2025, 12:41pm UTC](https://discussions.unity.com/t/how-to-exclude-specific-postprocessing-parameters-from-weight-blending/1656279 "2025-06-17T12:41:12Z")

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Hi all, I’m adding custom post-processing effect using Post Processing Stack v2 — specifically, a radial blur — and I’ve run into a limitation with how PostProcessVolume.weight affects parameter blending. In my effect,…

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## [Panini Projection misalignment](https://discussions.unity.com/t/panini-projection-misalignment/1654540)

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**Author:** [@DrVanillaCookie](https://discussions.unity.com/u/DrVanillaCookie)\
**Replies:** 0\
**Last updated:** [June 12, 2025, 2:30pm UTC](https://discussions.unity.com/t/panini-projection-misalignment/1654540 "2025-06-12T14:30:51Z")

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I love how Panini thing looks when used in topdown 2.5D, however when mouse hovering over objects with colliders, there are clearly misalignments. I’ve checked a couple of threads on this issue, one of them suggests conv…

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## ["Post Processing is currently disabled on the current Universal Render Pipeline"](https://discussions.unity.com/t/post-processing-is-currently-disabled-on-the-current-universal-render-pipeline/1527753)

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**Author:** [@Aaron-Meyers](https://discussions.unity.com/u/Aaron-Meyers)\
**Replies:** 1\
**Last updated:** [June 12, 2025, 9:23am UTC](https://discussions.unity.com/t/post-processing-is-currently-disabled-on-the-current-universal-render-pipeline/1527753 "2025-06-12T09:23:58Z")

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I’m trying to add some post processing to my project, created from the core VR template. When I enable post processing on the camera, I get a warning that “Post Processing is currently disabled on the current Universal R…

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## [How can I disable down scaling for bloom and use it at full-res?](https://discussions.unity.com/t/how-can-i-disable-down-scaling-for-bloom-and-use-it-at-full-res/1647506)

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**Author:** [@fetiwar](https://discussions.unity.com/u/fetiwar)\
**Replies:** 1\
**Last updated:** [May 26, 2025, 10:05am UTC](https://discussions.unity.com/t/how-can-i-disable-down-scaling-for-bloom-and-use-it-at-full-res/1647506 "2025-05-26T10:05:16Z")

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Im making a pixel art game with pixel perfect rendering, not unity pixel perfect rendering tho. I render the game at a low resolution(480x270) and then display that texture on the screen. Now. I want bloom that is also p…

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## [Animating emissive value on materials produces different results on different PCs](https://discussions.unity.com/t/animating-emissive-value-on-materials-produces-different-results-on-different-pcs/1647719)

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**Author:** [@NeddoFreddo](https://discussions.unity.com/u/NeddoFreddo)\
**Replies:** 0\
**Last updated:** [May 26, 2025, 9:00am UTC](https://discussions.unity.com/t/animating-emissive-value-on-materials-produces-different-results-on-different-pcs/1647719 "2025-05-26T09:00:06Z")

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Hey, In my project I’m using this code to procedurally animate the Emission property on a material according to an AnimationCurve. IEnumerator DoPreciseGrindBoardGlow(float duration) { float…

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## [Weird Depth of Field + Bloom Issues](https://discussions.unity.com/t/weird-depth-of-field-bloom-issues/1646055)

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**Author:** [@TheRealWoolis](https://discussions.unity.com/u/TheRealWoolis)\
**Replies:** 0\
**Last updated:** [May 21, 2025, 8:34pm UTC](https://discussions.unity.com/t/weird-depth-of-field-bloom-issues/1646055 "2025-05-21T20:34:23Z")

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When using Depth of Field, it creates small black circles on screen that are get heavily affected by bloom, making a weird strobing effect in some areas.

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## [Modifying ProBuilder geometry when using bloom post-processing creating flashes](https://discussions.unity.com/t/modifying-probuilder-geometry-when-using-bloom-post-processing-creating-flashes/948493)

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**Author:** [@itsdan](https://discussions.unity.com/u/itsdan)\
**Replies:** 6\
**Last updated:** [May 12, 2025, 12:10pm UTC](https://discussions.unity.com/t/modifying-probuilder-geometry-when-using-bloom-post-processing-creating-flashes/948493 "2025-05-12T12:10:29Z")

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Unity 6000.0.3f1 / URP Probuilder 6.0.1 I recently enabled bloom post processing in my game and what I’m experiencing is bright flashes occuring as I move the camera when a probuilder mesh that’s had some kind of defor…

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## [UI Post-Processing](https://discussions.unity.com/t/ui-post-processing/1641451)

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**Author:** [@Berke700](https://discussions.unity.com/u/Berke700)\
**Replies:** 1\
**Last updated:** [May 11, 2025, 7:06am UTC](https://discussions.unity.com/t/ui-post-processing/1641451 "2025-05-11T07:06:52Z")

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I’m trying to apply post-processing effects (like lens distortion) to my UI using Screen Space - Camera. However, even if I set the Plane Distance to a small number like 0.3, scene objects (such as walls) still overlap t…

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## [How to achieve Tilt Shift with Unity;s Post Processing Stack](https://discussions.unity.com/t/how-to-achieve-tilt-shift-with-unity-s-post-processing-stack/759156)

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**Author:** [@niralius](https://discussions.unity.com/u/niralius)\
**Replies:** 3\
**Last updated:** [April 14, 2025, 8:17pm UTC](https://discussions.unity.com/t/how-to-achieve-tilt-shift-with-unity-s-post-processing-stack/759156 "2025-04-14T20:17:07Z")

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Hi, I’m trying to implement a tilt shift effect using the pps’ depth of field, howver I cannot seem to make it only affect the edges of the top and bottom of the screen. I know how to achieve tilt shift in photography i…

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## [Built-in Lens Distortion aspect ratio is incorrectly squashed by the aspect ratio](https://discussions.unity.com/t/built-in-lens-distortion-aspect-ratio-is-incorrectly-squashed-by-the-aspect-ratio/1627395)

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**Author:** [@moatdd](https://discussions.unity.com/u/moatdd)\
**Replies:** 9\
**Last updated:** [April 9, 2025, 10:07am UTC](https://discussions.unity.com/t/built-in-lens-distortion-aspect-ratio-is-incorrectly-squashed-by-the-aspect-ratio/1627395 "2025-04-09T10:07:55Z")

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Lens distortion on real cameras should be spherical/circular. it should not be squashed to match the frame’s aspect ratio, like an oval. This is what it’s doing: It shouldn’t be like an egg unless you’re using egg-…

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## [The display of scene and game view is not the same](https://discussions.unity.com/t/the-display-of-scene-and-game-view-is-not-the-same/1627323)

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**Author:** [@vvvtttrrr](https://discussions.unity.com/u/vvvtttrrr)\
**Replies:** 1\
**Last updated:** [April 9, 2025, 7:48am UTC](https://discussions.unity.com/t/the-display-of-scene-and-game-view-is-not-the-same/1627323 "2025-04-09T07:48:55Z")

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I’ve been trying to find a solution all day but it doesn’t work. When I adjust the ambient occlusion, black lines appear on the avatar and room in the background. I will show you my settings

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## [Rendering deph buffer without an additional DepthOnly geometry pass for Camera.depthTextureMode.Depth](https://discussions.unity.com/t/rendering-deph-buffer-without-an-additional-depthonly-geometry-pass-for-camera-depthtexturemode-depth/1590690)

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**Author:** [@ferretnt](https://discussions.unity.com/u/ferretnt)\
**Replies:** 4\
**Last updated:** [April 7, 2025, 10:13pm UTC](https://discussions.unity.com/t/rendering-deph-buffer-without-an-additional-depthonly-geometry-pass-for-camera-depthtexturemode-depth/1590690 "2025-04-07T22:13:05Z")

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When rendering AO, Unity renders an extra pass of all geometry in order to render a depth texture first. This is because the exact set of buffers (and even the existence of the depth buffer at all in any sort of subseque…

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## [Motion blur weird artifact with "per object motion" vectors](https://discussions.unity.com/t/motion-blur-weird-artifact-with-per-object-motion-vectors/1623905)

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**Author:** [@illispi](https://discussions.unity.com/u/illispi)\
**Replies:** 1\
**Last updated:** [April 5, 2025, 5:35am UTC](https://discussions.unity.com/t/motion-blur-weird-artifact-with-per-object-motion-vectors/1623905 "2025-04-05T05:35:06Z")

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If i have “per object motion” vectors enabled on mesh renderer, it looks like this. If I change it to “camera vectors only” it looks fine. I am using URP and motion blur is enabled in project settings.

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