I want to use URP to create the illusion of various GameObjects emitting different amounts of light. The effect I’m imagining is similar to the one in this image:
It would allow me to “overexpose” a texture to different degrees on different GameObjects, producing a more powerful bloom effect depending on the extent of “overexposure.” As another example, it would be like the difference between a bright yellow ball and a bright yellow lightbulb. They’re both yellow, but only the lighbulb emits its own light, and so it’s the only one that’s bright enough to create a bloom effect.
So far, I’ve only figured out how to apply bloom evenly to the entire scene. I have the URP asset set as my Scriptable Render Pipeline, I have a 2D renderer plugged into the URP asset, and I have a Global Volume with a Bloom override to apply the effect itself. By adjusting the Threshold and Intensity, I can make all colors in the scene glow equally. But again, I want to be able to have (for example) a normal yellow ball in one spot, and a bright, glowing, sun-like yellow ball in another spot, within the same scene.
I’ve done plenty of Googling and fiddling around in Unity to try to figure this out, but to no avail. And in case you’re wondering why I don’t just use the tutorial that goes with the above screenshot, it’s because the tutorial is intended for the PP stack, not URP.
Any advice is welcome.