Random graphic glitch appearing when using Post Processing

After setting up the Post Processing volume I have this random blue spark of light randomly appearing in my game that I cannot track back to any of my GameObjects, this random glitch appears in completely random moments and lasts less than half a second, image below:

Initially I thought it could be caused by Film Grain but I see it happens also without it being enabled.

Unity does not let me post more than 1 attachment here so I will use comments below to show how my post processing looks like.

This is how my Post Processing looks like:

My first instinct is that it’s bloom.
Disable it and see if that’s the issue.
If so, there is a Pixel which is too bright

Yup, the effect definitely looks like bloom, I agree, but I don’t know what is causing the issue, I am also just using one Post Processing Volume so the only bloom effect is the global effect which is affecting everything in the Scene.

I’d say change the bloom values while playing to see the result :stuck_out_tongue_winking_eye:

Maybe if you set the post processing grading to HDR it will improve? This way you can use with brightness values higher than 1 (at a potential performance cost)

How are you rendering those background star/galaxy things?

Instead of increasting bloom intensity instead increase the emissiveness of the the objects that need to glow.

The main reason to use the specific bloom intensity is for per scene or cinematic effect, not as a general default.

I presume your project is using linear rendering?

I am spawning them around the player and when the player moves if a star is outside the range of the player the position of the star is moved to be within the camera.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class CameraEffects : MonoBehaviour
{
    [SerializeField]
    private float windowSize = 10f;
    [SerializeField]
    private int stars = 1000;
    [SerializeField]
    private GameObject[] starPrefabs;
    public static int starsActive = 0;

    private void Start()
    {
        starsActive = 0;
    }

    // Update is called once per frame
    void Update()
    {
        Vector3 center = SpawnManager.player ? SpawnManager.player.transform.position : Vector3.zero;
        if (starsActive < stars)
        {
            GameObject newStar = Instantiate(starPrefabs[Random.Range(0, starPrefabs.Length)]);
            newStar.transform.position = center + new Vector3(Random.Range(-windowSize, windowSize), Random.Range(-windowSize, windowSize));
            starsActive++;
        }
    }

}



using UnityEngine;

public class Star : MonoBehaviour
{

    public void Update()
    {
        if (!SpawnManager.player) return;
        if ((transform.position - SpawnManager.player.transform.position).sqrMagnitude > 225f)
        {
            transform.position = SpawnManager.player.transform.position + GetPlayerDirection() * 15 + new Vector3(Random.Range(-20f, 20f), Random.Range(-20f, 20f), 0f);
        }
    }

    private Vector3 GetPlayerDirection()
    {
        return SpawnManager.player.transform.GetChild(0).transform.position - SpawnManager.player.transform.GetChild(0).transform.parent.position;
    }

}

The problem is that I have seen that the bug happens even when the Time.timeScale = 0 (when the game is paused).

Not sure what linear rendering is but I presume I am using it too. I like the effect bloom gives to my scene making the game objects lit up.