Emissive Material Dynamic Objects

Hi there can anyone have an idea on how to make headlight glowing like that?

Emissive materials on dynamic objects don’t light of other objects. You can add another light, such as a point light, when you want to light up other objects that are near the emissive material.

Also, you will need to use bloom to get the look in the image.

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That’s just bloom. If you want a cheap version, e.g. for mobile you can make a texture of the lights on a flat plane, blur it and put the plane in front of the lights.

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okay but unity bloom solution does not like this

It should. Post a pic of what you’re getting.

I want a bloom that affect only some objects and leave others

You’ll need to write a custom shader for that.

I’ve some knowledge in shader programming just tell me were to start

I’d just use a separate greyscale texture to bump the parts you want to be emissive up into bloom ranges.

I don’t think this should be necessary at least in the example you gave. You’ll notice that in the pic nothing is quite as bright as the headlights themselves. If you have a relatively high threshold and a strong bloom value you should be able to deal with what you need.

In game graphics in general, it’s a good idea to save yourself some space at the upper ranges of the white values - i.e. don’t go making your painted metal textures a 255 white. That way you can separate out the really bright values even if the value on the monitor is not able to go much higher.

Also if you are able to use tonemapping, you can light the scene moderately, apply the bloom, and then adjust the tonemapping exposure and/or squeeze the mid-upper-level values up higher with the tonemapping curve after the bloom has been applied.

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Thanks i’ll try

thank you for the tips…really cool