Amplify Bloom brings Industry Level Post-Process Bloom to your projects in a comprehensive all-in-one package with high-quality features that can be toggled and tweaked to fulfill your project needs. AAA quality and flexibility at an indie affordable cost with premium support and professional development you can always expect from our products.
Our Bloom solution is based on a technique commonly used in AAA games, focused on reducing flickering/firefly artifacts. In addition to high-quality Bloom, the package includes a comprehensive collection of extra features such as Flexible Temporal Filtering, Procedural Pseudo-Flares, Bokeh Filter, Anamorphic Glare, Lens Dirt and Starburst. Suitable for 3D and 2D applications, it’s the ideal fast performing solution for your project. Get the most out of any machine with both a Low and High Precision mode are available for maximum performance control.
All-in-one Package
High quality and high-performance
Highly flexible, tweak and toggle only the required features
Extensive control with dedicated thresholds and intensity values
Flexible controls for Intensity, Streak Type, Streak Scale, Color and Tint Along Glare, Per-Pass Displacement and Ray value
9 standard glare types included
Create up to 32 custom glare types
Goes great with Amplify Color - Product Page
Industry Level Color Grading for Unity
Be sure to contact us if you run into any problems or if you have any questions regarding our products, we would be happy to help. You are all premium users to us, stay in touch, we would love to hear more about your work.
Amplify Bloom is exclusively available in the Unity Asset Store! We will post a comprehensive tutorial soon but until then be sure to check the manual page.
We just released a in-depth Amplify Bloom tutorial! In this video we cover installation, scene setup and feature overview with various examples and useful workflow tips. New to Amplify Bloom? Check out the Asset Store Page!
It works but it might be a bit too performance intensive for older mobile devices, for the best performance be sure to use the Low Precision mode and the Natural technique. We recommend testing your project with the trial version on the lowest targeted device.
Hello, I just got a reply from the Amplify Bloom developer. You only need to set a new value to your UpscaleQuality property on your AmplifyBloomEffect instance. This is a setter of the type UpscaleQualityEnum which has two modes, Realistic and Natural.
Changing the technique should be quite easy, let us know if that is not the case and feel free to send a code sample to support@amplify.pt, we could be missing something.
Hello, I tried the trail version on osx iOS using gl core and it through a ton of errors. I switched to legacy 2.1, the errors went away, and it worked but when I build for ios theres an shader error that stops the build from finishing. I tried using unity 5.3.2 and 5.3.2p4.