CIFilter + SpriteKit broken behavior on iOS 16

Hello there 👋

I've noticed a different behavior between iOS 15 and iOS 16 using CIFilter and SpriteKit. Here is a sample code where I want to display a text and apply a blurry effect on the same text in the back of it.

Here is the expected behavior (iOS 15):

And the broken behavior on iOS 16:

It looks like the text is rotated around the x-axis and way too deep.

Here is the sample code:

import UIKit
import SpriteKit

class ViewController: UIViewController {
    var skView: SKView?
    var scene: SKScene?

    override func viewDidLoad() {
        super.viewDidLoad()
        skView = SKView(frame: view.frame)
        scene = SKScene(size: skView?.bounds.size ?? .zero)
        scene?.backgroundColor = UIColor.red
        view.addSubview(skView!)
        skView!.presentScene(scene)

        let neonNode = SKNode()
        let glowNode = SKEffectNode()
        glowNode.shouldEnableEffects = true
        glowNode.shouldRasterize = true
        let blurFilter = CIFilter(name: "CIGaussianBlur")
        blurFilter?.setValue(20, forKey: kCIInputRadiusKey)
        glowNode.filter = blurFilter
        glowNode.blendMode = .alpha
        let labelNode = SKLabelNode(text: "MOJO")
        labelNode.fontName = "HelveticaNeue-Medium"
        labelNode.fontSize = 60
        let labelNodeCopy = labelNode.copy() as! SKLabelNode
        glowNode.addChild(labelNode)
        neonNode.addChild(glowNode)
        neonNode.addChild(labelNodeCopy)
        neonNode.position = CGPoint(x: 200, y: 200)
        scene?.addChild(neonNode)
    }
}
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Replies

I'm getting this as well. Any solution for this?

Hey @isguyra, I didn't any workaround yet. It seems that all blur filter are bugging the same way. Hope to have a feedback from Apple team soon 🙏

Same issue here.

I have the similar issue with some differences:

  • one SKEffectNode contains multiple SKShapeNodes (circles) which are split into "abstract" groups
  • if i move the circles from the first group then everything is ok, glitch appears when I move the second group
  • if i move the second group before the first one then I see no glitches

I did reproduce the issue in iOS 16.0 (simulator); the bug looks fixed in iOS 16.1 as the bug could not be reproduced in a simulator w/ this version and above.
It’s probably related to the shaders having their y axis inverted on iOS 16.0 too…