Full screen FX: light bloom

Hey all- I’m REALLY close to getting Unity, either Pro or Indie I cannot decide yet…

I was wondering if there were a way to do a cool light bloom effect in Unity, like is often found in current gen games (Prince of Persia, Fable, Shadow of the colossus).

I thought that it would be possible, using Full Screen motion blur set to a high blur value done at lo-res, then applied over the screen with an additive effect.

If that doesn’t make sense, please check the following pics and the link to see what I mean:

WITHOUT light bloom:

WITH light bloom:

The full article is here:
http://www.dyingduck.com/sotc/making_of_sotc.html

Obviously they had to pull some tricks because the PS2 is a little different. Light bloom, if used tastefully, can help cast a fantastic, magical feeling across a scene. Not to mention is is also a way to hide aliased edges. :wink:

I’m pretty sure that Pro has it, as it’s shown off in GooBall. I think Jon(Aarku) may have a glow picture to show off somewhere, so maybe he’d like to show that?

As for SoTC, there’s been a thread with that already, and what they’re doing in those screen shots is faking HDRI rendering - which has been discussed in another thread.

Yeah, you weren’t kidding! I’m wondering if it is easily implementd by a semi-coder like me. I would rather focus my time on the 3d assets and sounds. :wink:

Is anyone with the Pro version able to confirm this for me? It looks ultra-badass! Does it just appear in the Full screen FX pulldown as a choice?

It doesn’t appear in the Image Effects bit, and I think it’s something to do with the Glow shader which I couldn’t find that’s supposed to be under FX/Glow. Though, my trial of Unity Pro has ran out, and now I’m back to indy :smile:

With the GooBall thing, I was talking of the light bloom on the playroom like level, which I would get a screenshot of if I could, but I’m on a PC :frowning:

Well, if it is a shader, then that is even better! I would love to apply it to areas specific to a texture, if possible. Like using a glow map?

It would be a great way to add glowing bits to robot armor or techy looking corridors.

I don’t have gooball, but this shot from the Ambrosia website really does it justice I think:

A light bloom image effect is not included in the standard assets in the current Unity but it will be included in the next major release.

Thanks. It looks like I will still have to get it- it will let me hone 3d asset development skills in a real time environment. I can’t wait to get started.

Turns out we’ve been beaten to it by AArku.

He made a bloom image effect and it seems to work great. Thanks a lot aarku for putting the image effect on the wiki.

http://unify.bluegillweb.com/scriptwiki/index.php/BloomEffect

Any way to do Bloom Lighting without Pro?
Aarku’s script requires Pro since it uses Render to Texture. Also will the OTEE script require Pro Version (Please No)?

Thanks,
Ghost

Bloom requires the Unity Pro. Sorry.

:frowning:

Well damn, color me impressed. Not with just the effect (awesome!), but with the idea that someone had coded their own! What an extensible, incredible program.

I’m getting pro later this week. Thank the person who wrote that shader for for the sale- not simply because it can use the effect- but because the power that lurks in the pro version. That was damn impressive to see.

Wow.

So that’s how they did that underwater look as well? Pretty spiffy.
I would oh so love some of the pro features, but I lack the budget or the skill at this point to make it a viable option.

Oh and Shadow of the Colossus is probably one of the best games I’ve ever played.

I am obsessed with glowing objects, I think when used right it can add so much.

The light bloom affect is cool in Pro. Very cool.

Now all I want is a shader that actually produces glow based on a glow map- not just illuminated areas that are unaffected by light, but I want neat glowing bits with glow around the object/texture.

Kind like the blue lights on the power suits in Gears of War- they aren’t just illuminated, they have a glow affect around them that gradates outward. I’m sure this is doable, and probably someone on the forum could write it. I don’t think it should require a fullscreen effect in pro.

But I don’t know how to program shaders, so I don’t know the complexities.

See below.

Well, but any sensible glow requires render textures (GearsOfWar is no exception). And render textures are a Unity Pro feature…

That said, in GoW shot it looks just like the glowing bits are just “self illuminated” (similar to Self-Illumin shaders in Unity). So they end up being bright no matter what lights are there, and hence glow.

At the moment in Unity you could have separate geometry for such “glowing pieces” and just use Self-Illumin shader. Or write your own shader with a glow map, yes.

Just changing one line in aarku’s BloomEffect - near the end of BloomMaterial construction - from “combine constant * texture QUAD” to “combine constant * texture alpha QUAD” will always glow the alpha channels of the textures, no matter what is the lighting. It’s not exactly what you want though, as the glow will always be white:

You might pull of some lame version of glow using a particle emitter or a billboard.

:slight_smile:

Don’t worry, I’ve got pro.

Close- yes they are self illuminated, but there is a gradient of that color emenating off of the object that bleeds past the geometry bounds. Actually, the method you implemented is exactly what I am talking about!

It looks like I will fool with it. Perhaps there are some more settings that can be changed to keep it from glowing white. That is awfully damn close, though. Super sweet stuff, thanks!