Edgy Bloom Effect with URP

Post processing bloom looks very strange. it looks normal if I remove the Lightweight RP or if I turn the bloom down. Is there a fix for this? Thanks
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btw, this is a screenshot not a phone image

This issue is usually referred to as color banding.
It exists because computers use integers to represent (compress) floating-point numbers. Here it’s 32bit color space so 4 integers of 0-255 (byte) value range each per pixel color.
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When it happens in textures - you need to adjust their color range, compression settings, maybe
reduce color palette etc.

When it happens because of shaders or post processesing - you may want to enable HDR or try working around it by tweaking their code and settings until it’s no longer as apparent.