Bloom Post Processing with URP also uses the camera for bloom

  • Issue category: Unity

  • Device type & OS version: Android 12, Sony Xperia 1 II

  • Host machine & OS version: Windows 10

  • Issue Environment : On Device

  • ARDK version: 1.3.0

  • Unity version: 2021.3

Bug reproduction steps:
Start URP Project with ARDK
Add bloom to camera and setup post processing
build to device and the screen will be very bright. The camera feed should be excluded from the bloom processing

Having Bloom set to 1 isnt a nice way of doing bloom anyway.
I recommend increasing the threshold.
The Camera Feed is not an HDR source so putting the threshold over 1 should stop blooming the image.
If you want to exclude it completely you wouldnt get the blooimg blur on top of the camera feed, only on top of objects

Thanks for the reply. I noticed that as soon as I add a post processing volume to the camera, the camera feed gets some sort of (bad looking) automatic exposure. There are no overrides in the PP profile, so I don’t know why this triggers this issue.

This happens as soon as I enable post processing on the camera, even without a volume.
Maybe it tries to make the camera feed HDR from a non HDR image?

Turning HDR off also did not fix the issue. It seems to only happen when enabling PP

Maybe youre confused with the linear color space that is happening.
Currently there is no support for a linear conversion for the feed, but you could do it in the shader.
Dont ask how :smiley:

Working solution for the linear color space washed out colors.


The camera still has weird colors when using this shader with PP enabled

It was the Grading Mode, this needs to be at LDR and not HDR

Hey Dylan, it seems that your issue is resolved. Should you have any questions, please feel free to post in a new thread again!