Bloom Lighting

Hello, I’m very new to Unity and am just going through Will Goldstone’s book at the moment.

I eventually want to move on to Unity iPhone and have a few ideas for games. I’ve been reading about the understandable limits of the platform and was wandering if there’s a way to fake the bloom lighting style seen in Ico on the PS2?

Could this be achieved with a lightmap?

Thanks in advance for any help.

Steve

Do you refer to bloom, ie, glow?

That’s usually achieved (essentially) by taking the higher levels of luminance on the rendered screen (so its a post effect, its 2d) and blurring it, then reapplying it as either additive or clamped-additive (screen).

Essentially, taking the render, pulling contrast, blur.

I am not aware of post-shaders working at all on Unity iPhone…

Hi JT,

thanks for your reply.

Yeah it’s also called glow. It’s one of the post processing filters included with Unity Pro.

I think with it’s limits I can’t imagine they’d work on the iPhone, I was just hoping there would be a way to fake the look. I see now that with it being a post effect it’s not something you can bake in to the lightmap.

I think I was just aiming too high wanting the beauty of Ico on the iPhone.

Thanks again.

Steve

Yeah, you wouldn’t be able to easily get any sort of bloom, except possibly on special cases, such as lights, or static objects…

Ie, if you have a big shiny ball in a room, and it never moves (so you always know where the highlights are), there’s no reason you couldn’t have a front-facing poly with an additive blob on it, and render it on a second camera (so that it doesn’t clip with the ball itself).

But like I said, special cases only, that sort of thing would require quite a lot of design to work right :slight_smile:

on iphone 1 and iphone 2 there isnt a way to do it correctly. you can fake it old school by using a particle at locations you know have bright colors.
on iphone 3 theoreticly you could do bloom as you can have programmed shaders on iphone 3. unity doesnt currently support a good method for that though. most high quality looking blooms blur the image and re-apply the blur to the screen in a good way… sometimes they add sometimes they lerp. a very fast method that doesnt look as clean but most games do is to use a low mip level of the final screen output. this will many times blur the bright spots enough but many times you dont have control so its not always usefull. i could see doing this second method on the iphone 3 but you would need to work it out yourself as i dont think unity can access mips on the iphone the way you would need.