The Glow image effect (sometimes called "Bloom") can dramatically enhance the rendered image by making overbright parts "glow" (e.g. sun, light sources, strong highlights). The Bloom image effect gives greater control over the glow but has a bit higher processing overhead.
As with the other image effects, this effect is only available in Unity Pro and you must have the Pro Standard Assets installed before it becomes available.
Glow Intensity | Total brightness at the brightest spots of the glowing areas. |
Blur Iterations | Number of times the glow is blurred when being drawn. Each iteration requires processing time. |
Blur Spread | The pixel distance over which pixels are combined to produce blurring. |
Glow Tint | Color tint applied to the glow. |
Downsample Shader | The shader used for the glow. You generally should not have to change this. |
Glow uses the alpha channel of the final image to represent "color brightness". All colors are treated as RGB, multiplied by the alpha channel. You can view the contents of the alpha channel in Scene View.
All built-in shaders write the following information to alpha:
Most of the time you'll want to do this to get reasonable glow:
This effect requires a graphics card with pixel shaders (2.0) or OpenGL ES 2.0. PC: NVIDIA cards since 2003 (GeForce FX), AMD cards since 2004 (Radeon 9500), Intel cards since 2005 (GMA 900); Mobile: OpenGL ES 2.0; Consoles: Xbox 360, PS3.
All image effects automatically disable themselves when they can not run on end-users graphics card.
Page last updated: 2013-02-01