#Bloom effect seems to be related to what color format is used

1 messages · Page 1 of 1 (latest)

latent estuary
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I'm making a small game with a more retro feel but still want bloom and stuff, with the color format I want to use the bloom effect is barely noticeable, ideally I would want to keep the bad looking color format but keep the bloom effect at its intensity, possible?

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thank you in advance.

bold mango
latent estuary
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ah

bold mango
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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

latent estuary
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which the flashlight reveals

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i like that look

bold mango
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Limited color depth like that can be recreated with a shader that rounds color values to increments, or "posterization"

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LUT post processing can also do it, but I'm not sure if it's considerably easier than a custom shader

latent estuary
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if anybody's curious here's the shadergraph i came up with after watching a couple of videos

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first make the graph
then the material

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then add a render feature to your current renderer settings with it applied

bold mango