Hello,
sorry, i have to say, that i am VERY new to this. So forgive me, if I am something wrong.
My Problem: I have a Sphere, that i turned on “Emission” in the Material (Standard Shader). And it glows fine in unity, I also added bloom. But it illuminated to complete room much too much.
Even thou this is against “nature”: is there a way, to e.g. make the emission high, but the “range” like exponentially falls down, so it does not reach the wall, but still the character?
Hello,
Your question might belong to another forum, I need more info to potentially redirect you to the right place
Are you using some baked lighting or just realtime lighting ?
Which renderer are you using (Builtin, HDRP, URP) ?
You can customize bloom settings and HDR value in emission color section in the material
In the Bloom settings increasing threshold is your solution
In the material, reduce HDR value when changing the emission color