I’d like to report a bug that we found in the local exposure pass that is part of convolution bloom (probably also a bug in general, not just for bloom). We noticed that the bloom strength changed after resizing the editor viewport or changing the internal render resolution (r.screenpercentage, not r.bloom.screenpercentage).
When you reduce the viewport size, UE will sometimes just use a smaller viewport but keep the render target size the same (sorry, I had to pixelize the image on the left):
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PostProcessLocalExposure.usf uses the output size instead of the viewport size to calculate the UV coordinate for the LumBilateralGrid 3D-texture, so you’ll get a vastly different result when the output size is larger than the viewport size. The LumBilateralGrid looked identical for both cases, so I’m assuming that its UV coordinate shouldn’t depend on the output render target size.
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This can simply be fixed by changing Output_ExtentInverse to Output_ViewportSizeInverse.
We are still on UE 5.6 but the 5.7 source on Github looks the same.
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