Hello! I've understood that the glow shader affects objects based on the alpha channel. I have an object in my scene that I don't want to be affected by glow, but it needs to have an alpha activated. The reason for this is that when other glowing objects pass over it, the glow effect gets multiplied or something which looks awesome but crazy. And unfortunately we cannot ship with that "feature" =P
Can I use a twin camera technique or something? Have one camera that sees everything that's supposed to glow and then overlay that to the camera the player looks through?
I have Pro. Thanks for reading! Phil
EDIT - quote from forum:
I think there's still some confusion in this thread as to how the glow effect works. As Jonathan said, most built-in shaders allow you to change the glow on a per-texel basis using the alpha channel of the main texture, and modulate it using the main colour's alpha (just like you can modulate the colour of the whole object).
The only time you need a special shader is when you have a shader that uses its texture alpha channel for something else. Usually, these shaders do not write to the screen's alpha, and so you can do one of two things:
1. Add a pass (and possibly a source texture) to the shader in that writes alpha to the screen. 2. Duplicate the geometry you want to glow, and use an alpha-only shader, such as "Fire zee alpha" from above, or something that gives you a source texture.
I'd like to really understand this matter, which I don't right now. Sorry for the n00bish nonsense coming up.
I understand from above that the shader written in the thread (Fire ze alpha) will make stuff glow. This is fine. But my problem remains; I have stuff in scene that glows because they use alpha for a semi-transparent texture (in some areas transparent, it's a galaxy picture). How will this help me if two semi-transparent textures get on top of each other and fire off this huge bloom?
I'm really sorry for being so daft.. I have no experience with shader programming and I didn't really understand the whole concept from the unity-video explaining how shaders work. I'm really grateful for any explanation as I'm having a hard time grasping it all (I suspect there are more than me!) :)