I am looking to set up the rendering system for a new project. A key need for this project is objects that glow in a very controlled way -i.e. we don’t want a Bloom effect that affects every bright thing on the screen indiscriminately.
Looking at the Bloom post processing effect in the documentation and tutorials (i.e. Post Processing Effects: Bloom - Unity Learn) it seems there’s a way to selectively bloom only objects that write values over 1.0 using HDR. However in practice I cannot get that to work - bloom starts applying even when the shader writes 90% white. There are also other issues with this approach, such as overdraw of transparent objects leaving values well over 1.0 in the render target, and those would have bloom applied to them when we don’t want to.
Has anyone been able to create a good workflow for this, and perhaps can share any tips? I am currently using forward render with the default renderer. If any of the other render pipelines might be more suitable for that kind of thing, I’d appreciate knowing that as well. Thank you!