Glow 11 - for desktop and mobile

Another glow shader and it looks like this

Now available in the Asset Store

Webplayer

Build for desktop and mobile.

Oculus Rift patch
As a lot of people were asking for it here is a patch to make the glow work with the Oculus Rift

Glow 11 1.0.8 - patch for Oculus SDK 0.2.3
Glow 11 1.0.8 - patch for Oculus SDK 0.2.4

Requires Unity Pro!
If you don’t have Unity Pro and want a glow you should check out Indie Glow.

There were two main goals while creating Glow 11:

  • Generate a wide glow so it looks good on high dpi screens
  • Be easy to use

Lot’s of settings to configure the glow.

No need to modify shaders all the time, you can simply configure materials.

A few more screenshots:



Version history:

1.0.6

  • fixed glow not working correctly with deferred rendering

1.0.5

  • added new “Advanced” blur mode for desktop
  • added workaround for devices that don’t support max blending

1.0.4

  • fixed glow effect not working with image effects in some circumstances
  • fixed glowing fog
  • fixed Downsample Resolution setting when Downsample Steps is 1

1.0.3

  • fixed rendering of alpha blended objects
  • fixed High Precision mode not being saved
  • fixed glow disappearing after loading a new level
  • fixed deferred rendering
  • added setting to control the rerender resolution
  • added settings to control glow resolution

1.0

  • initial release

I don’t see the screenshots - but I believe that’s an issue with the forum software (recently had the same issue with a posting that I created - I see the screenshots but others don’t see them).

Thanks for the info. They should work now.

@SRH
Can I apply glow to only one character of the scene?
Which mobile hardware is required? iPhone 4? iPad 2?

Yes, the glow is controlled by the material.

It will run on iPhone 3GS+ and all iPad’s (can’t say much about android devices). But don’t expect great performance on iPhone 4 and iPad 1.

Good to see the shader is finally available!!! ^___^!!
It works great!

Could you kindly provide a webplayer demo and a Mac/Win standalone demo to demonstrate it better;) thanks

A webplayer is available now.

Note: The webplayer was build with a slightly updated version of Glow 11, so it may not be possible to get the exact same results with the version in the asset store yet (update should be out early next week).

I cant animate the glow, every time I try to animate it the material becomes a new instance and it looses its settings.

also reloading the same scene a second time, glow doesn’t seem to work correctly and everything looks ghosted blown out.

It seems that Unity loses the shaderKeywords when creating an instance (sounds like a bug in unity to me). So there are two possible fixes:

  1. get the shader keywords from the material, change the material, set the shader keywords.
  2. instead of modifying renderer.material (I asum that is what you’re doing), use renderer.sharedMaterial

Another update on that issue.

Did a few tests myself and the easiest solution seems to be to copy the shaderKeywords in the Start method (or somewhere else where it’s guaranteed that it’s called before you access the material).

string[ ] shaderKeywords = renderer.sharedMaterial.shaderKeywords;
renderer.material.shaderKeywords = shaderKeywords;

Do not try to call
renderer.material.shaderKeywords = renderer.sharedMaterial.shaderKeywords;
as this won’t work

UPDATE
Just got an update from the Unity QA and they confirmed and fixed the issue. Now we just need to wait until the next Unity update is released. Fix doesn’t seem to be in 4.1.3

Thanks for the quick support, the suggested code fixes the first issue ( not being able to animate the glow )

The second issue (the glow stops working and strange glow artifacts on screen when loading the scene for a second time) is still there, I’m only seeing it affecting the reloaded scene on iOS.

I wrote a script that adds / removes the camera component when the scene is loaded / unloaded… that doesnt seem to fix the issue.

I can see the same issue here, but I wasn’t able to fix it (or even get a clue whats causing it) yet. I’ll have to take a loser look at it tomorrow (it’s already 5 am here, so I really should get some sleep)

Spoke to soon, actually found the issue. I’ll send you a PM.

First update is out. It’s mostly a bugfix release but also contains a few new settings for the glow (screenshots in the first post are updated to reflect this changes)

Looks cool, i want to make a Glow Hockey kind of game with this shader :slight_smile:

hello
i m very interested in your asset, but it seem that it s only for pro version, not chance to got something close for non pro version?

regards

Sorry, it’s not possible to do this kind of effect in the free version as it needs render textures which are only available in pro.

Nice effect! Doest it work with 2d system such as 2dToolkit, ex2D, etc.

It will work, but there could be issues using a separate glow texture. The issue here is that most of these systems use a texture atlas and to use a glow texture you would have to generate an corresponding atlas for the glow too which may not be possible (depends on how the system generates the atlas). If you don’t need a separate texture for the glow there should be no issues (you’'ll most probably have to make a small modification to the shaders used by the system, but that’s just copy&paste of 5 lines of code).