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Hey, thanks for sharing with me!

Looks quite strange indeed - not sure what would cause lines that are all broken up like that. I assume it's because the shader is trying to sample pixels outside the bounds of the screen, although it should clamp to the edges. I'll look into this!

Which render pipeline are you using?

(1 edit)

hello! I found a fix for it! I am using HDRP, and my workaround for this was setting the screen resolution in code like so-

 Screen.SetResolution(1280, 720, true);

My external monitor has an atypical native resolution, and after setting it in the editor, it works for my purposes in build.