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:
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.
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.
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
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
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.
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)?
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.
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.
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:
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!