57 lines
4.5 KiB
Markdown
57 lines
4.5 KiB
Markdown
# Bloom
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The Bloom effect creates fringes of light extending from the borders of bright areas in an image. This creates the illusion of an extremely bright light overwhelming the Camera.
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Bloom in the High Definition Render Pipeline (HDRP) is energy-conserving. This means that you must use correct physical values for lighting and Materials for it to work correctly. For information on the light units that HDRP uses, see the [Physical Light Units documentation](Physical-Light-Units.md).
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The Bloom effect also has a **Lens Dirt** feature, which you can use to apply a full-screen layer of smudges or dust to diffract the Bloom effect.
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## Using Bloom
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**Bloom** uses the [Volume](Volumes.md) framework, so to enable and modify **Bloom** properties, you must add a **Bloom** override to a [Volume](Volumes.md) in your Scene. To add **Bloom** to a Volume:
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1. In the Scene or Hierarchy view, select a GameObject that contains a Volume component to view it in the Inspector.
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2. In the Inspector, navigate to **Add Override > Post-processing** and click on **Bloom**. HDRP now applies **Bloom** to any Camera this Volume affects.
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Bloom includes [more options](More-Options.md) that you must manually expose.
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[!include[](snippets/volume-override-api.md)]
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## Properties
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### Bloom
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| **Property** | **Description** |
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| ------------- | ------------------------------------------------------------ |
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| **Threshold** | Use the slider to set the level of brightness to filter out pixels under this level. This value is expressed in gamma-space. A value higher than 0 will break the energy conservation rule. |
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| **Intensity** | Use the slider to set the strength of the Bloom filter. |
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| **Scatter** | Use the slider to change the extent of the veiling effect. |
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| **Tint** | Use the color picker to select a color for the Bloom effect to tint to. |
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### Lens Dirt
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| **Property** | **Description** |
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| ------------- | ------------------------------------------------------------ |
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| **Texture** | Assign a Texture to apply dirtiness (for example, smudges or dust) to the lens. |
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| **Intensity** | Set the strength of the Lens Dirt effect. |
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### Advanced Tweaks
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| **Property** | **Description** |
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| -------------------------- | ------------------------------------------------------------ |
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| **Resolution** | Use the drop-down to set the resolution at which HDRP processes the Bloom effect. If you target consoles that use a very high resolution (for example, 4k), select **Quarter,** because it is less resource-intensive.<br />• **Quarter**: Uses quarter the screen resolution.<br />• **Half**: Uses half the screen resolution.<br/>This property only appears when you enable [more options](More-Options.md). |
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| **High Quality Prefiltering** | Enable the checkbox to make HDRP use 13 samples instead of 4 during the prefiltering pass. This increases the resource intensity of the Bloom effect, but results in less flickering by small and bright objects like the sun.<br />This property only appears when you enable [more options](More-Options.md). |
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| **High Quality Filtering** | Enable the checkbox to make HDRP use bicubic filtering instead of bilinear filtering. This increases the resource intensity of the Bloom effect, but results in smoother visuals.<br />This property only appears when you enable [more options](More-Options.md). |
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| **Anamorphic** | Enable the checkbox to make the bloom effect take the **Anamorphism** property of the Camera into account. This stretches the bloom horizontally or vertically like it would on anamorphic sensors.<br />This property only appears when you enable [more options](More-Options.md). |
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## Details
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From 2019.3, HDRP provides lookup Textures that you can use to customize this effect. These lookup Textures are for the **Texture** property in the **Lens Dirt** section. To add these Textures to your Unity Project, you must use the Package Manager:
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1. In the top menu, go to **Window > Package Manager**.
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2. In the **Packages** window, select **High Definition RP**.
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3. In the **High Definition RP** section, navigate to **Additional Post-processing Data** and click **Import into Project** next to it.
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4. The Textures that are relevant to Bloom are in the **Lens Dirt** folder, so if you only want the lookup Textures for Bloom, only import the contents of the **Lens Dirt** folder.
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