Is it possible to add a bloom ppe to only specific materials or objects? For instance, if I have tracer rounds shooting out of a gun and I want bloom on those particles, but not on a streetlamp in the same scene, is that possible?
Or is it only possible to achieve bloom equally on everything in a scene?
You can put two cameras at the same place and then have each camera render different layers.
So you would set your rounds to for example on āTracerRoundsā layer and have one camera render only TracerRounds layer (setting cameras Culling mask to TracerRounds and settings clear Flags to Donāt clear) and the main camera would render everything but TraceRounds layer.
Was this ever solved without the use of plugins? Neither of the plugins seem appropriate for the latest version of Unity. Iāve also been struggling to use the 2 camera method because I canāt get Unity to display 2 cameras āat the same timeā. Has anyone ever got it to work? Surely this is solvable now?
Turns out you can just do this with emissive materials/HDR. Simply use one camera with bloom post processing enabled, and set the threshold to 1. This prevents anything non-HDR from getting bloomed, so normal lighting/materials are unaffected.
Make sure āAllow HDRā is checked on your camera. Just choose the models you want to bloom, and enable emission on their materials to apply bloom.
Choose the hue to set the bloom color, then set the brightness to set the amount of bloom. You can add extra amounts of bloom by setting the number to the right of the color selector to go past a brightness of 1.
If unintended objects in the scene are receiving too much bloom, you can turn down the bloom threshold and turn up the brightness on your emission materials.