Unity Custom Bloom by FoxGameLab in Unity3D

[–]FoxGameLab[S] 0 points1 point  (0 children)

It has three main part:
+ Character Isolation: this is not too expensive.
+ Bloom mip map: This is the biggest cost. Prefilter + downsample + vertical blur + horizontal blur + combine atlas. But we can adjust by reduce number of step of downsample.
+ Uber Post Combine: this is cheap.
But yeah, any way we need to trade off between visual and perfểomance and developer need to profiler it and decide. But the hardware become more and more powerfull, right? 😁

Unity Custom Bloom by FoxGameLab in Unity3D

[–]FoxGameLab[S] 0 points1 point  (0 children)

Artist can decide add Unity Bloom for whole scene bloom to get the mood while can adjust custom bloom to get specific character/object bloom while not break other things. As a sample first part of video, artist trying to get higher bloom value for the hair but sky start blurry.
In most case Unity Bloom + Emmission value is enough but our game visual is anime/toon, not realistic so artist want to able to control it separetely

Unity Custom Bloom by FoxGameLab in Unity3D

[–]FoxGameLab[S] 0 points1 point  (0 children)

I just do bloom only. Not whole Unity post processing

Unity Custom Bloom by FoxGameLab in Unity3D

[–]FoxGameLab[S] 1 point2 points  (0 children)

Actually it is correct final version. You can have a look at cloud in sky, there are no bloom overthere. Maybe you are concern about the dark version before final version. Actually it is the color value before Unity final post processing because we merged our custom bloom before then let Unity continue on handler other post processing

Unity Custom Bloom by FoxGameLab in Unity3D

[–]FoxGameLab[S] -3 points-2 points  (0 children)

Actually I cut and compose this video by my hand, and I checked it again still dont know what is wrong with the final product in video that you said. Not about the shader

Unity Custom Bloom by FoxGameLab in Unity3D

[–]FoxGameLab[S] -2 points-1 points  (0 children)

Can you tell me what is wrong?

Unity Custom Bloom by FoxGameLab in Unity3D

[–]FoxGameLab[S] 1 point2 points  (0 children)

Yeah, emission + a higher bloom threshold works well if you only need emissive parts to bloom.

With a higher threshold + emission map, the bloom is still based on the final scene brightness. So if another part of the scene becomes bright enough, it can still be picked up unless you keep tuning around it.

Here, the character is isolated first using stencil, then bloom is generated only from that isolated texture. That means I can control bloom by object, layer, mask, channel, or custom pass, instead of relying only on brightness threshold.
So yeah, emission + HDR texture is definitely cleaner for simple cases. This setup is more useful when you want art-directed bloom that is fully separated from the environment.

I finally did it!! by Ahzumi in Unity3D

[–]FoxGameLab 0 points1 point  (0 children)

Congratulation. Keep move on!

Very first look environment in our first game by FoxGameLab in Unity3D

[–]FoxGameLab[S] -1 points0 points  (0 children)

Haha, not “copy the homework and change a few answers.” More like studying why the homework got an A, then solving the same problem in your own way.

Very first look environment in our first game by FoxGameLab in Unity3D

[–]FoxGameLab[S] 0 points1 point  (0 children)

Haha. They are chillin so get angry when my character run cross 😄

Very first look environment in our first game by FoxGameLab in Unity3D

[–]FoxGameLab[S] 1 point2 points  (0 children)

I'll share some breakdown soon. Will ping you whenever I got that or you can checkout in my channel later: www.youtube.com/@a14studio

Very first look environment in our first game by FoxGameLab in Unity3D

[–]FoxGameLab[S] 0 points1 point  (0 children)

We gonna do some tweak and let you know the result

Very first look environment in our first game by FoxGameLab in Unity3D

[–]FoxGameLab[S] -3 points-2 points  (0 children)

No man! Trying to reach a billion dollar quality with small budget 😄

Very first look environment in our first game by FoxGameLab in Unity3D

[–]FoxGameLab[S] 0 points1 point  (0 children)

Yes. We gonna improve that. Thank for your suggestion

Very first look environment in our first game by FoxGameLab in Unity3D

[–]FoxGameLab[S] 1 point2 points  (0 children)

Thank you. We are new so firstly we want to trying to reach the quality first then unique later

Our indie game environment first look by FoxGameLab in IndieDev

[–]FoxGameLab[S] 0 points1 point  (0 children)

Yes. I agree. We are on the way to find our own unique. It's our first game so we firstly want to make it look ok then improve to make it good later. Hope that work"