Visual artifacts with spine objects[unity, android]
@paulp Unfortunately so far we were out of luck reproducing the issue on our end again. Nevertheless, below you can find a slightly modified version of the shader before I'm leaving the office for today, to hopefully speed up the process a little bit:
Tomorrow I will hopefully find more time, apologies for the inconvenience!
That's unfortunate, thanks very much for the quick feedback.
@paulp Bad to hear, thanks for the feedback.
To be sure we're on the same page: Are you testing with the exact same reproduction project that you sent us last, and play this in the Unity Editor play mode with active target being Playstation 4 or Playstation 5?
I'm asking to be sure you're not perhaps testing a more complex scene where other shaders are used, like additive or multiply shaders instead of the URP/2D/Spine/Skeleton Lit
shader.
Do you mean that with the last shader file that I shared three postings above it changed from having the issue to not having the issue any more? Or what exactly did you mean by "Everything is fine on the test stage, there are no bugs."? Where is the bug occurring now, using which target platform, only on the device or also when in the Unity Editor play mode?
paulp But in game we have this bug, maybe because we are also using Spine-SkeletonGraphic.shader?
This would have been my best guess so far, that the problem is fixed in the one shader above, and that there are other shaders in the scene which still have the issue and make everything look incorrect.
Harald This would have been my best guess so far, that the problem is fixed in the one shader above, and that there are other shaders in the scene which still have the issue and make everything look incorrect.
Yes, after your edits the problem in the editor(android/ps) and on the device is fixed for Spine-SkeletonLit-URP. Also need fix for Spine-SkeletonGraphic.shader
Thanks!
@paulp Unfortunately after looking at the Spine/SkeletonGraphic
shader code, there is no equivalent to be fixed (there is no problematic division by texture or vertex color alpha). So I'm afraid the remaining problem must come from something else.
Do you have a screenshot available which shows the remaining issue? At which location does the problem occur, what is the object at the incorrect bloom area's center, which shader is this object using?