#i already set up bloom and i dont see
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Then it seems you next need to look closer into material creation
https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@12.1/manual/lit-shader.html
About what specifically
i made it glow but im confused what its doing and its not black
Is it ...meant to be? I don't know what's happening in your end
if i lower the thresold the sky glows which i dont want cus it looks weird and if i make the emission color greyish it starts glowing but its grey i want the object to be black
Glow is always additive with bloom
A "black glow" isn't a feature that exists normally
i dont want a black glow i want the object to be black with a orange glow due to sun light i made the intensity higher than its going to be just to see the glow
I don't understand what kind of effect you're imagining
Do you want a glowing outline? A glowing reflection of the sun? Something else? Hard to guess
For reflections you can experiment with material color, smoothness and metallic values
Bloom as it exists in URP and PPv2 is always based on image brightness, so dark objects cannot glow
Unless they have a bright outline, reflections or other such parts which aren't themselves dark
i dont want this its just a example from google but this is a bright outline?
Yes
how would i recreate that effect
u dont have to answer i decided ill just code and make my game pretty when im done and learn all this later
Outlines are a whole topic by itself
You could find a premade asset for URP and use that, maybe see how it's made
If you're interested in making one a good place to start is the theory of different types of outlines
https://alexanderameye.github.io/notes/rendering-outlines/
Since there's many, each with pros and cons
alright thanks
This is often the best approach if you have a game that needs finishing
Visuals are an interesting field but pretty complex
i know im like abit too late but if your bloom isnt working you can turn on hdr in your forward urp asset
HDR isn't necessary for bloom, but it allows brightness values above "maximum" to bloom more
Basically enabling more control with the Threshold variable
oh ok my bad xD