Bloom is irregular strong

Hello, I just created a 3D project with 1 scene and 1 sprite for the player and the emission of the player. I made a movement script (it only controls the movement of the player so I won’t make a picture). I added the URP and created a shader graph for the bloom effect. However, the bloom effect hasn’t got on every place the same strength. How can I make the bloom effect be on every side/corner etc. the same strong? I enabled HDR of course and post processing on the camera). I tried many things already: change the sprite’s wrap mode to no filer, billinear and trillinear and other things, with no success.





Just looking through this, I can’t quite see how you have constructed your emissive material / shader, but it looks like some of you problem may be that it is stretching out the edges based on the scale of the face. Your intensity is pretty high on the bloom, I usually get away with less, just make sure your material is emitting a white version of your glow.

Bloom will be stronger in areas where there is more emissive material and what is facing towards the camera.

I would focus on your material / shader and try out other examples of wireframe and neon shaders.

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By the screenshots it looks like it’s a limitation of URP’s bloom implementation. It seems to be downsampling the camera buffer in steps greater than 2x, which causes some individual pixels to contribute less (or not at all) to the bloom.

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thanks!