Unity Ghosting Effect While Playeing my Game

There is ghosting or motion blur effect on my player while the game is running and I can’t identify why. if I take a screenshot of it there is no ghosting on the image but it is visible while playing the game. I can run my game at 144FPS on a 144hz display but the ghosting still occurs

GhostingScreenShotByExternalPhoneCamera

I was able to take this picture using my phone camera. if I use ShareX on my computer there is no motion bluer to be seen

playermovemt script

using System.Collections; using System.Collections.Generic; using UnityEngine; public class PlayerMovement : MonoBehaviour {      public string playerInput;      [SerializeField]private string H;     [SerializeField]private string V;     [SerializeField]private string F;     void Start()     {         H = "Horizontal" + playerInput;         V = "Vertical"+ playerInput;         F = "Fire1"+ playerInput;     }      [Range(0, 16)] public float speed;      private Vector3 movement;     private Vector3 tryMovement;     public LayerMask whatIsWall;     public float movementCheckDistance = 1;     public Transform transformModel;     void moveIfPossible()     {         if (Physics.Raycast(transform.position, tryMovement, movementCheckDistance, whatIsWall))         {             Debug.DrawRay(transform.position, tryMovement * movementCheckDistance, Color.blue);             while (Input.GetAxisRaw(H) == 0 || Input.GetAxisRaw(V) == 0)             {                 return;             }         }         else         {             movement = tryMovement;             //SetModelRotation(movement);             SetModelRotation();         }     }     /* void SetModelRotation(Vector3 movement)     {         if (movement == Vector3.back)             transformModel.rotation = Quaternion.Euler(0, 180, 0);         if (movement == Vector3.forward)             transformModel.rotation = Quaternion.Euler(0, 0, 0);         if (movement == Vector3.left)             transformModel.rotation = Quaternion.Euler(0, 270, 0);         if (movement == Vector3.right)             transformModel.rotation = Quaternion.Euler(0, 90, 0);     } */       Dictionary<Vector3, int> rotationsEulerY = new Dictionary<Vector3, int>     {         {Vector3.left, 270}, {Vector3.right, 90}, {Vector3.back, 180}, {Vector3.forward, 0},{Vector3.zero,0}     };     void SetModelRotation()     {         //Debug.Log(movement);         transformModel.rotation = Quaternion.Euler(0, rotationsEulerY[movement], 0);     }     void CheckForInput()     {         if (Input.GetAxisRaw(H) == 1 || Input.GetAxisRaw(H) == -1)         {             tryMovement = new Vector3(Input.GetAxisRaw(H), 0, 0);             moveIfPossible();         }         else if (Input.GetAxisRaw(V) == 1 || Input.GetAxisRaw(V) == -1)         {             tryMovement = new Vector3(0, 0, Input.GetAxisRaw(V));             moveIfPossible();         }         return;     }     void FixedUpdate()     {         moveIfPossible();         CheckForInput();         GetComponent<Rigidbody>().velocity = movement * speed;         animator.SetFloat("runningSpeed", GetComponent<Rigidbody>().velocity.magnitude);     }     void OnCollisionEnter(Collision collision)     {         if (collision.gameObject.tag == "Wall")         {             CorrectPosition();         }     }     void OnCollisionExit(Collision collision)     {         CorrectPosition();     }     void CorrectPosition()     {         Vector3 posNow = transform.position;         posNow.x = Mathf.RoundToInt(gameObject.transform.position.x);         posNow.y = Mathf.RoundToInt(gameObject.transform.position.y);         posNow.z = Mathf.RoundToInt(gameObject.transform.position.z);         transform.position = posNow;         movement = Vector3.zero;     }      public GameObject shot;     public float fireRate;     public float shotSpeed;     private float nextFire;     GameObject cloneBullet;     public float shakeDuration;     public AudioSource ShotGunSound;     void ShootIfPossible()     {         if (Input.GetButton(F) && Time.time > nextFire)         {             nextFire = Time.time + fireRate;             cloneBullet = (GameObject)Instantiate(shot, transform.position + tryMovement, Quaternion.identity);             cloneBullet.GetComponent<Rigidbody>().velocity = shotSpeed * tryMovement;             ShotGunSound.Play();         }     }     public Animator animator;     void Update()     {         ShootIfPossible();     }  }