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Different amount bloom/glow per object

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Hi, I'd like to implment bloom with a different amout of blurring per object. All the tutorials about bloom I found are global, they just render all the blooming objects in one RT, apply the same amount of blur to them and add to the original image. Let's say I have a laser and a pistol, but the laser makes much more light than the pistol when shooting, so I want the laser to have much stronger bloom effect. If I have lot of these different glowing objects, what is a good way to solve this problem? Since the bloom effect can be quite large I'd like to do the bluring not in single/vert/horz pass, but iteratively via Kawase Bloom. I was thinking about smth. like this.: 1. render objects and write the bloom strength in a stencil buffer (let's say strength can be integer from 1 to 10) 2. blur pixel with the Kawase 4 pixel kernels, but use only pixels that have stencil bigger than 1 3. write blurred value and find maximum stencil strength of the pixels used in kernel, decrease it by 1 and write to stencil 4. repeat from step 2, until some max limit (let's say 10) But I still see some potential issues, not sure if this would work, does anybody have an idea how to do different amount of glow per object? I don't care about the correctnes, I'm more interested in performance.

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