GlowEffect on sm 1.1 ?

Is it possible to get some kind of glow post-effect using shader model 1.1?

Compiling against PS1.1 is not possible.
Unity compiles everything not specified as SM3 against PS2

Even if, you wouldn’t want to do it.
PS1.1 card are that slow and restricted that it would cost that much performance that nobody with a PS1.1 card ever enable it

Luckily there are not many of them at all, as PS1.1 is just the GeForce 3 TI generation

Ok, dreamora - thanks!

One more related question:

I tried making a soft-blur - rendering 64x64 RenderTexture (attached to a polygon with particle additive material in front of the camera) and then bluring it with a simple convolution filter in my c# script. But it was kind of heavily impacting the performance.

Probably I could optimize it - but is there any sense in doing such pseudo-post-effect… would it run OK on low end machines? What do you think?

That will always be that heavy. You have to lock the render texture on each frame, modifying it on cpu and reuploading.
The best you can achieve performance wise is to ensure that apply isn’t called until the whole operation is through.

But even then, it might be too heavy for those systems that have PS 1.1, as that are pretty surely P3 and early P4 in the 1Ghz range.

you would normally get better performance if you just used the hardware bluring by using the first mipmap level instead of the source texture

So I just render to texture and then show 1st mipmap level? I am not sure how to show the first mimap level :roll: