Hi! I’m new here.
So I’m digging around and I can’t find anything specific to this (or maybe I’m just searching wrong?) But I’m running into an issue where bloom / lighting values are getting blown out harshly with Needle. (Left is browser/player)
Any idea what could cause this?
Original Post on Discord
by user 183299397281513483
Could this be HDRP specific?
Here’s the same scene in SRP
by user 183299397281513483
Hello David, HDRP uses more realistic light values, our testing is currently focused on URP and BiRP
Could you switch to URP in your project?
I was just doing that… SRP and URP both have a similar result here.

by user 183299397281513483
The bloom effect doesn’t present at all
by user 183299397281513483
By the way thanks for looking into this. I’m sure it’s something simple I’m missing here.
by user 183299397281513483
So with HDRP lights are blown up.
With URP Bloom seems disabled
SRP same thing.
by user 183299397281513483
What do you mean by SRP? It refers to the system URP and HDRP are built with (Scriptable Render Pipeline)
Can you show the bloom settings in your volume?
Looks like it does something in the right image but slightly different? So maybe tweaking theshold/intensity/scatter a bit would help?
OK, so, I’m still getting used to the hierarchy requirement for SceneRoot, so that’s my bad.
This is how it presents when I don’t mess that part up >_<
by user 183299397281513483
This is URP fwiw
by user 183299397281513483
Compared to what I saw with HDRP, it’s similar
by user 183299397281513483
and yeah I meant built-in RP not SRP before.
by user 183299397281513483
Ah so it was outside the glb? Ok
mh yea the effect doesnt match exactly what unity does. Can you try if you can get to a satisfying result with adjusting intensity/theshold/scatter?
Good enough for now I suppose.
Left is editor, right is browser
by user 183299397281513483
I’ll work around it for now. Thanks for looking into this.
by user 183299397281513483
Great. Hopefully we can get it closer to what you see in Unity over time. Adding support for these PP effects is a relatively new feature
I get that. Unity themselves can’t even align values between render pipelines so I didn’t fully expect parallel support out of the box. I try to be realistic 
by user 183299397281513483
Thanks again! Excited to get building. But for now I do a sleep.
by user 183299397281513483