Questions tagged [bloom]
Bloom is a shader technique that selectively blurs the bright portions of an image. The effect emulates imperfect focus on bright lights.
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How to achieve a Neon-Light effect?
I'm wondering how to achieve a neon-light type effect. For example, in Pac-Man Chamipnship Edition:
Or in Geometry Wars:
Is that a Bloom Effect? Or what techniques would I have to look for?
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Does multiple downsampling have a benefit?
So i came across this site and you can see these lines on the first and second paragraph:
For a crude but easy effect, draw the bright portions of the scene (eg, light sources) into an FBO, then ...
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How can I create an efficient bloom shader with GLSL?
I have searched the net for resources related to rendering a bloom effect using GLSL, but haven't found anything. Although the tutorial at Philip Rideout's website is a good one, it performs very ...
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Improving the efficiency of my bloom/glow shader
I'm making a neon style game where everything is glowing but the glow I have is kinda small and I want to know if there's an efficient way to increase the size of it other than increasing the pixel ...
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Some assistance with selective 2D Bloom in XNA
I'm in need of some assistance, as I've been at this for 2 days now and have gotten almost nowhere.
I'm trying to use the XNA Bloom sample's component to apply bloom only to my UI text. (The only ...
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How to set up bloom in Unity
Last time I used image effects in Unity it was back when 3.0 was released and for bloom you used the object's alpha to indicate whether it should glow or not. Now in 4.2 I couldn't grasp how to apply ...
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How can I create straight, glowing lines?
What techniques are used in this style? What steps would be required to recreate it?
(Screenshot of this app: https://play.google.com/store/apps/details?id=com.dkeesto.holographlw)
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HDR bloom techniques using post processing in Unity3D
I've seen many posts on how to accomplish HDR bloom effects in Unity3D using its (now legacy) Bloom component as part of the standard assets package.
I'm trying to replicate it using the new post ...
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Bloom only on line renderer
How do I apply the Bloom Effect Line Renderer's only? I'm using the bloom effect from the Unity Pro image effects script but it's affecting the way light is rendered to the scene.
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Bloom shader makes it impossible to render black?
I am playing around with the bloom shader from the XNA sample page, to do some glow shading. I am rendering primitive vector-ish squares of linelists/linestrips, on a background. However, I am facing ...
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Improve bloom quality
I'm trying to understang how can I improve bloom effect quality using all known to me optimizations.
Currently I'm making it as follows:
Create new texture using some threshold to extracts areas ...
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How to create HDR and bloom in Unity3D?
Unity3D's reference describes the HDR Bloom as:
Using HDR allows for much more control in post processing. LDR bloom
has an unfortunate side effect of blurring many areas of a scene even
if ...
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Bloom control - enlarging glare area
I am trying to improve my bloom system. So far I have bloom that looks like this:
What I need is to enlarge the low-bloom areas to make it look like this:
Simply increasing the bloom multiplier ...
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How can I create a fast, real-time, fixed length glowing ray?
Similar to the disintegrate skill in Diablo 3. It should not light other objects in scene. Just glowing and animated. Like in this video http://www.youtube.com/watch?v=D_c4x6aQAG8.
Should I use ...
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How to pixelate scene including bloom?
I am currently using URP to add bloom to my particle systems. The problem I'm facing is that I can't pixelate the game. I have tried to implement several methods to post pixelate (via shaders and ...
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How to make a GameObject ignore a camera effect?
I have a 2D game and I wanted to apply bloom to the main GameObjects so I attached the effect onto the main camera, however the background also gets affected by the bloom and it gets all shiny. How ...
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Excluding some scene elements from bloom effect
I've enabled HDR and bloom effects in my SceneKit app, but I don't want some of the elements in my scene to bloom.
For example, the lighter spots on the skybox are currently glowing.
Is there some ...
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Monogame - stopping a custom shader (drawable game component) when inside another drawable game component [closed]
I have run into a bit of trouble when using a custom shader (gaussian effect) within another drawable game component, as I cant figure out how to break out of the draw method, so the effect is applied ...
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rendering bloom effect [duplicate]
I am making a game which has a playing arena which renders a lot of grid of lines. The lines are colored. Now to have a good effect I thought of giving it the tron like effect of glowing lines. Now ...
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Unity: How to apply bloom to only some objects in the scene?
In my game I want to apply bloom, from the standard assets, to only a few objects in the scene. To do that, I set up 2 cameras at the same position and orientation, one with the bloom component and ...
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Apply bloom effect to RenderTarget without affecting UI
I'm currently rendering my whole game to a RenderTarget in order to stretch the scene to any resolution. I also have a bloom effect rendered with the scene. I'm now ...
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How to prevent transparent world UI elements from hiding post processing?
I have transparent world ui elements in my game like so:
What I've been noticing is that post processing through transparent elements is nonexistent, even though other parts of the scene work with ...
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Gaussian blur only blurs the interior of primitive?
I cannot work out why my blur shader based on this example affects only what's inside the illuminated sphere. Below is the loop I'm using to blur an HDR framebuffer 5 times horizontally and vertically
...
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URP Camera Stacking. Different intensity of bloom in different objects
I understand that this topic has been raised more than once, but I have not found detailed step-by-step instructions anywhere on how to do this.
Install the Universal RP and Post Processing packages.
...
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Whats the best way to light up a scene in unity?
What I want is a darkish scene with like neon style lights
Currently is use the bloom post processing effect but sometimes it doesn't render well on my main camera and looks not as good as it does in ...
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Alternatives to bloom for glow?
I am making an android game. Mobile phones are usually very limited in graphics capability and so I do not want to use standard post-process bloom due to performance drawbacks.
However I do want to ...
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XNA - Error while rendering a texture to a 2D render target via SpriteBatch
I've got this simple code that uses SpriteBatch to draw a texture onto a RenderTarget2D:
...