#Bloom effect seems to be related to what color format is used
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Color formats that are HDR capable, meaning they support color values outside of 0 to 1 range, are required to not lose the HDR color information of the material
ah
Not sure what type of "bad looking" you mean, but all those can be recreated with a post processing shader or a shader applied to the RT
with this one you dont have enough colors to fully display some distances
which the flashlight reveals
i like that look
Limited color depth like that can be recreated with a shader that rounds color values to increments, or "posterization"
LUT post processing can also do it, but I'm not sure if it's considerably easier than a custom shader
hey! wanted to give an update.
just got it working and the results are better than i could imagine, thank you so much.
if anybody's curious here's the shadergraph i came up with after watching a couple of videos
first make the graph
then the material
then add a render feature to your current renderer settings with it applied
also the math of posterization is very simple
Multiply by steps, round, divide by steps
So you can easily customize it for different varieties of posterization