Once a model with baked lightmaps is present in the scene, enabling bloom will cause purple edges to appear on the right side of the viewport.
Screenshot:
Demo project:
https://wx-service-dev.oss-cn-beijing.aliyuncs.com/test/BloomIssue.zip
Once a model with baked lightmaps is present in the scene, enabling bloom will cause purple edges to appear on the right side of the viewport.
Screenshot:
I had the same/similar issue with [Release Blocker] [IN-68795] Foviation breaks soft particles, and other depth/stencil effects with visual artifacts on device
Do you have HDR enabled?
Yes, we have enabled HDR. However, if HDR is disabled, the display won’t emit light, which is not the effect we desire.
Indeed, this is a known issue with the bloom effect. We’ve been looking after a fix, but I don’t know of any workarounds or fixes yet. I’ll update this thread when we know more.
Here are some clues, hoping they’ll help you out. In Unity 2022.3.22f1, there was a workaround: delaying the display of the model’s root node by 1 second after the game starts. However, in Unity 2022.3.25f1, this workaround no longer works.
void Start()
{
m_Root.SetActive(false);
StartCoroutine(ShowScene());
}
IEnumerator ShowScene()
{
yield return new WaitForSeconds(1f);
m_Root.SetActive(true);
}
@mtschoen Is there any progress?
@mtschoen has there been any progress for this or soft particles?
Have you try URP 14.0.11?
This commit Enabled Foveated Rendering for shaders on Vision OS and implemented f… · Unity-Technologies/Graphics@bb4bc4f · GitHub
inluded in the URP 14.0.11.
Yep! That went out last month which should fix the soft particle issue in some cases, but we still haven’t solved the issue with bloom and other post effects. We have made some headway on these issues, though. The bloom one is caused by a strip of NaN-value pixels on the right side of the framebuffer which get rendered as magenta. I think enabling Stop NaNs on the camera rendering the post FX can mitigate it in some cases, but it comes at a performance cost. We’re narrowing in on a fix but it’s been kind of a mystery as to why this is happening. I’ll update this thread again when we have a solution in the pipe.