VertexLit Alpha Shader with "Bloom Control"

Hi folks,

I’m working on an alpha shader that will either write an inverted mask to the frame buffer when it’s done, or as a semi-workaround write out a “bloom control” alpha texture.

See the screenshots :slight_smile:

Thank you!
-Jon

The first screenshot is a mockup of what I’m after.

The second screenshot is what it is currently like. Let me know if more explanation is needed.

Latching onto thread.

As a fan of all glowing things, I applaud your past and future efforts in developing Bloom effects.

Keep me posted! I can’t wait to see more.

Just to let you know: for Unity 1.5 we’ll make sure all builtin shaders output reasonable values into alpha:

  • ambient passes would output texture’s alpha channel attenuated by material’s main color alpha.
  • specular/glossy shaders add specular hightlights to alpha. It can also be controlled with specular color’s alpha.
  • alpha shaders would not modify alpha at all (you don’t want transparency amount start glowing).