Strange difference between editor and PC game visuals (2D game).

Hello :slight_smile:

All sprites in my game use translucent unlit material. All post processing is turned off. Mobile version of the game has no visual issues, but after assembling PC version, I have a strange problem. Brightness and contrast in editor and in actual game are different (see attached picture). What can cause such issue? Maybe it’s a bug? I didn’t have such problem on previous versions of the engine (now I use 4.14, previously I used 4.12).

Hey Mr.Seival,

It’s honestly really difficult to tell the differences between the two in most areas of the image, but I can see some of what you are referring to (especially the bottom left corner of the floor).

Would you happen to have a way to reproduce this issue in a new paper 2D project so I can take a look at your settings and the differences between the two versions?

Thanks,

Hi, and thanks for reply :slight_smile: I’ll try what you suggested tomorrow, and post the result.

It may be not very noticable on the screenshot, but on large screen difference is really huge. In game image is too contrast and dim. Strange, but the problem doesn’t occur for UI elements they look absolutely the same as in the editor.

Can this problem depend on 2D assets’ compression method somehow? Both default and vector displacement methods have this problem, but I didn’t try any other.

Hello again :slight_smile:

I tested this on a new paper 2D project and have confirmation the issue occurs even there, but somewhat differently - in game image is more bright and contrast (instead of being more dim and contrast like in the actual project).

I want to note that new paper 2D project is using standard plugin’s translucent unlit material for sprites, while actual project uses my own material, which I made as a copy of this plagin’s material to avoid constant usage of “show plugin content” feature in editor.

It honestly sounds like you have auto-exposure enabled. Be sure that within your Project Settings > Rendering you have that feature disabled. Also check your Post Process volume to make sure it is disabled within there as well.

I will try and reproduce the issue on my end, but let me know if that resolved your issue or if you need further assistance.

Thanks,

Ok, I’ll do as you suggested, and notify you about the result.

The result in new project became better. I forgot to turn off auto-exposure there indeed. After I did it picture in the assembled build became only more contrast than in editor, without brightness issues. But this contrast difference is still quite noticable.

I didn’t use any other post-processing things (like corresponding settings in camera) in actual project or new one. So, I don’t know what else I can do. Looks like I have to modify each asset in order to adjust brightness/contrast.

Eventually, I decided to modify the assets. Temporary solution, but it works… more or less. I think I’ll look into the issue again on the next version of the engine.

After starting a new project and searching for solution a bit more, I found the source of the problem :slight_smile: It was new tone mapper. After adding Post Process volume to a level with recommended Film settings the problem gone.

Recommended Film settings are:
Slope: 0.98
Toe: 0.3
Shoulder: 0.22
Black Clip: 0
White Clip: 0.025