It’s pretty rough, only worked on it for two days, and getting used to shader stuff, but figured some of you guys might find this useful (and I’m likely not gonna add anything to it for a while). Anyways, it does a different style glow than the one built into unity, and does an exposure adjustment for light levels. There’s really not enough information in the source data (8-bit per channel texture) to do this well, but it turned out better than I thought it would, and I was generally happy with how easy Unity was to work with. There’s also several color correction features that might be useful without enabling the exposure adjustment, if you like the style of the glow. It should be relatively fast, but I really haven’t tested it much, it looked ok on the island demo.
There’s no tone-mapping, or anything fancy with the ‘HDR’ portion of it, and I really don’t think the exposure adjustment is good enough for use in a real project, but if you’re using a low variation of light it can yield a subtle, acceptable effect. Definitely has me excited about what can be done if/when Unity gets the deferred shading stuff in there, though. They’re very close to supplying what’s needed for developers to have no excuse for making a top-notch looking game, IMO.
Currently, it requires SM3, but there’s no good reason for that (according to other posts, looks like a Cg bug), I’ll likely eventually change the downsampler and fix it so it’d work in SM2, but I’m in no hurry to do that unless someone else wants it. Code’s not cleaned up either, but I’m tired and wanna go watch The Hangover :).
Note, on the color correction values, you can use the alpha channel to adjust how much influence the color has vs. the default. Also requires Unity pro, since it uses a render target for the exposure adjustment thing.
Here’s a web demo of the Unity island level.
Note, made a few more fixes and update the island demo (I had to clear my cache to get it to load new one)
