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Fixed a NaN arterfact on Nintendo Switch in Bloom.shader. This fixed code came from @Kaychang.
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-1
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2 files changed

+5
-1
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Assets/PostProcessing/Resources/Shaders/Bloom.shader

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@@ -112,7 +112,7 @@ Shader "Hidden/Post FX/Bloom"
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rq = _Curve.z * rq * rq;
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// Combine and apply the brightness response curve.
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m *= max(rq, br - _Threshold) / max(br, 1e-5);
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m *= max(rq, br - _Threshold) / max(br, 1e-4);
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return EncodeHDR(m);
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}

UnityPackageManager/manifest.json

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{
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"dependencies": {
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}
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}

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