Publisher | Leo Grieve |
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File size | 1.07MB |
Number of files | 90 |
Latest version | 1 |
Latest release date | 2024-11-26 06:22:25 |
First release date | 2024-07-07 01:17:12 |
Supported Unity versions | 2018.4.2 or higher |
Features:
⬆️ High Performance with the Unity Burst Compiler: Procedural Billboard Bloom leverages the performance of the Unity Burst Compiler to ensure that bloom billboards are generated quickly, even on low-end devices.
🔧 Runtime Modifications: Modify bloom billboards at runtime by simply changing values via scripting. Whether your project requires dynamic lighting or a performant visual effect, you can easily modify bloom billboards at runtime.
⚙️ Time-Saving Automation: Skip the tedious process of manually creating bloom billboards in an image editor. Procedural Billboard Bloom automates this process by generating bloom billboards directly in the Unity Editor.
💡 Edge Fading for Seamless Visuals: Traditional bloom billboards often clip into other scene objects, creating unwanted hard edges. Procedural Billboard Bloom utilizes the depth buffer to enable edge fading, which ensures bloom billboards blend seamlessly into other objects.
🖌️ Customizable Bloom Colors: Customize the look of your bloom billboards with customizable inner and outer bloom colors. Create the perfect bloom effect to match your artistic vision and project requirements.
⭐ Virtual Reality Support: Procedural Billboard Bloom works especially well for VR (Virtual Reality) projects, as it isn't a performance intensive screen-space effect. Additionally, it isn't overly distracting in VR unlike traditional bloom post-processing effects.
🕹️ Pixelated Effect: For pixel stylized projects, Procedural Billboard Bloom allows for pixelated bloom effects, which fit better into your project's style.
Bloom billboards are a great alternative to traditional bloom post processing effects. Instead of applying a screen space post processing effect, bloom billboards are created by using quads with bloom textures on them that simulate the look of bloom. This is not only more performant, but also allows for more customizability, as each bloom billboard can be customized individually.
Traditionally, to create bloom billboards, an artist would have to manually use an image editor to create the billboard texture, import it into Unity, and have a developer program automatic rotation for the billboard. Additionally, the bloom billboard would be static and unable to be changed at runtime.
Procedural Billboard Bloom addresses these shortcomings by procedurally generating bloom billboards directly within the Unity editor. They can even be modified at runtime!