We’re currently working on a mobile game which requires objects to glow. We searched through the asset store and noticed that there aren’t any mobile friendly glow assets, so we decided to create one.
Can I put glow to only one character in the scene? In that case, is it possible to set the glow amount?
I’m targeting for mobile. Does the glow effect with 1 drawcall will look like the screenshot of this thread?
Yes, you can apply the glow to only one character in the scene. You set the intensity and the color of the glow through the texture, then through the glow effect script you can adjust the number of glow iterations, spread, and multiplier. Glow with 1 draw call does not look like what is attached to this thread. Since it is rendering everything in only one pass you can only do so much. To get an idea for the number of draw calls on mobile, I’d recommend that you use the alpha channel for glow, and the number of draw calls is equal to 1 plus the number of glow iterations.
If you bring up the web demo you can see what 1 draw looks like (enable alpha and simple glow) as well as play with the different parameters.
You’re talking about this one? The one that I listed on the asset store is per object and optimized to be able to run on mobile (though it also works great on non-mobile platforms). The Unity one applies glow to every object and is not optimized to run on mobile.
Thank you. It is a post-process effect. You won’t be able to add any real type of glow without a full screen shader.
To answer your original question, on iPhone 4 or iPad 1 the demo above runs at about 15 FPS. Later devices run at 60+ fps. For the iOS project that I am working on I am just disabling most post-process effects on early devices. The devices are at least two or three years old now so you can’t get the same amount of power from them.
In terms of the problem that you are having, do you mind describing your scenario more? From the demo scene, I’ve disabled the glow on the sphere and placed it in front of the texture that says “glow!”. The glow does not go through the sphere. If you want to send a sample project to support@opsive.com I’d be happy to take a look.
Scenario:
A world with rocks, trees, etc. The character has glow, I can’t disable the glow of each part of the scenario (thats crazy)!
Keep in mind if you have 3,000 assets on a scenario with custom shaders, you can’t disable the glow, that’s not a good practice. Your plugin should have a better way to work without touching other original objects/prefabs.
If you are not using the alpha channel to specify glow, the current way of doing things is to set “RenderEffect”=“Glow” for objects that you want to glow. This means that you only have to modify your shaders. I’ve come up with a better way of doing things though and I am going to upload this new version to the asset store within the next day or two after I finish testing it. I’ll send you a PM with the download link.
Edit: —
Edit2: PM sent.
Edit3: Removed some outdated information to reduce confusion
A new update went out yesterday which allows you to change the glow color through code rather than using the color of the glow texture. Of course, you are still able to control the glow color through the glow texture as well