I have the good render in the editor view, without banding and the proper blend between the fog particles, but in game view or even in build i have some banding artifact that appears. Anyone know why ? and if i cna get rid of it ?
You actually have banding in both views, it’s sort of an illusion that you can’t see it in the scene view due to the fact everything is slightly redder and the human eye isn’t as sensitive to red light.
The real problem is you’re at the limitations of what 32bit / 8bpc color can display. If you take your screen grab and put it into Gimp or Photoshop and look at the color values, you’ll see each band is only 1 step per component. For example, one part of the screen is RGB 55,47,42, and the next pixel over on the other side of an obvious “band” edge is RGB 54,46,41. In other areas it’s even just one or two components and there’s still a visible band. There’s simply no more precision left to show more detail, but because your image is so dark the human eye is adjusting enough to start being able to see the individual steps.
So, solutions:
Make everything brighter!
Really, that’s a solution. Don’t let your art get so dark and the problem will go away. But that’s not always possible or easy. And sometimes you really do want a dark screen, so obviously this isn’t a perfect solution.
Make everything brighter and/or add noise using HDR rendering and post processing!
If you can render with HDR enabled on your camera, and then use the post processing stack, you can have it auto adjust the brightness with color correction or auto exposure and add dithering to remove most of the banding artifacts. The HDR render target is a floating point target, which means it generally has far more precision than the usual 32 bit / 8 bpc screen buffer used for non-HDR rendering, so while if displayed straight it’ll still get banding like you’re seeing when drawn on your screen (which is itself limited to 8 bpc), it can employ some dithering to break it up and pull out a little of that additional precision. It also means it can brighten up dark areas without making the banding worse, which is what would happen if you brighten everything in a post process effect without an HDR camera.
All these tips are great however I think this one is just an issue with the Game View render. You can see the issue more clearly illustrated in my post ** here .**