URP graph node "Sample Sprite 2D", why it deforms my sprite?
I have simple sprite of apple:
I want to use "Universal Render Pipeline" graph with that. Mainly I want to add bloom effect on that apple by following this guide: https://www.youtube.com/watch?v=WiDVoj5VQ4c&t. But even if I do as simple graph as that below I think something works wrong:
Why does the picture 'spill' and not look like the original? I think that preview should look like original image since there is no block that should change it any way, am I wrong?
When I change type from "Default" to "Normal" the shape becomes normal however, the colors are changed.
So my question is: How can I make the most simple graph that will not change my sprite in any way so I will have a point to start?
Answer by Boban1234 · Nov 27, 2021 at 04:07 PM
Problem resolved!
I had to connect "Sample Texture 2D" alpha output with alpha input in "Fragment" part of master node in shader graph.
So I didn't know why my sprite is deformed. I tried to do a lot of different things, the one that worked was painting the entire alpha channel black. So I searched about threads with sample texture node and alpha channel.
This two were helpful: