Hi!
I recently ran into a pretty weird issue that might seem like a bug.
The problem: Parts of particles from VFX graph bleeds through sprites that are packed in a sprite atlas with high quality compression.
- Using standalone sprite with high quality compression have no issues.
- Using atlas with normal quality compression have no issues.
Particles from VFX graph are sorting completely correctly with the two above solutions. But if I remove all compression from my sprites. Add them to an atlas, then set that atlas to high quality compression, color bleeds through.
Disabling HDR in the URP pipeline also takes away the problem leading me to think that its just a certain range of color that are bleeding through, but I am a little bit out of my depth here.
Obviously i really want to go for high quality compression here on my atlases, so anyone have any ideas on what could be a solution here?

