URP Postprocessing(bloom) affects camera feed

Include the following details while filing a bug report (edit as applicable):

  • Issue category: Unity
  • Device type & OS version: Android 12 Realme 6
  • Host machine & OS version: Windows
  • Issue Environment : On Device
  • ARDK version: 2.0.0
  • Unity version: 2021.3.2f1

Bug reproduction steps:
Create an empty scene with ARDK and a simple post processing volume with Bloom. The bloom effect is applied to the camera feed which is not the desired behavior.

without bloom: IMG20220620131222 — ImgBB
with bloom: Screenshot-2022-06-20-13-16-34-41-89ac1df4cf9e26b333564d69f1cba01d — ImgBB

Thanks in advance.

Hey Alex,

So then what is the behavior you are looking for? I can see the difference in the images, and I see the increase in light levels in the second image. Can you please give me any more information you have on what your scene hierarchy looks like and any errors you are seeing? I would also like to point you in the direction of this post from a prior user. They were having similar issues and found a way to resolve it.


Please let us know what you find.

Hey Jason,

Yes I already stumbled on this past post and tried all the recommendations there with no luck. The behavior would be to use bloom on gameobjects and that it wouldn’t affect the camera feed.
Regarding the scene hierarchy, it’s just a directional light, a volume and the ARDK ARSceneManager. Hope this helps.

Hey Alex,

Have you tried adding any other managers or scripts to try and control the volume at all? I have a link to the documentation here that goes into detail on the URP and the integration of the ARRenderingManager into your scene. This may help you decipher how to get the bloom volume to function properly.


Please let us know if this helps.