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[UPDATED] Introducing Amplify Bloom – Industry Level Post-Process Bloom

Discussion in 'Assets and Asset Store' started by Amplify_Ricardo, Feb 5, 2016.

  1. Amplify_Ricardo

    Amplify_Ricardo

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    WARNING

    Amplify Bloom has been discontinued, the plugin will soon be available via Github.
    Thank you for all your support!





    Amplify Bloom brings Industry Level Post-Process Bloom to your projects in a comprehensive all-in-one package with high-quality features that can be toggled and tweaked to fulfill your project needs. AAA quality and flexibility at an indie affordable cost with premium support and professional development you can always expect from our products.


    Our Bloom solution is based on a technique commonly used in AAA games, focused on reducing flickering/firefly artifacts. In addition to high-quality Bloom, the package includes a comprehensive collection of extra features such as Flexible Temporal Filtering, Procedural Pseudo-Flares, Bokeh Filter, Anamorphic Glare, Lens Dirt and Starburst. Suitable for 3D and 2D applications, it’s the ideal fast performing solution for your project. Get the most out of any machine with both a Low and High Precision mode are available for maximum performance control.

    All-in-one Package
    • High quality and high-performance
    • Highly flexible, tweak and toggle only the required features
    • Extensive control with dedicated thresholds and intensity values
    • Debug view for all features
    • For both 3D and 2D applications
    • Full Source Code
    Bloom

    • Low and High Precision
    • Based on a AAA temporal stability issues reduction technique
    • Additional Temporal Filtering for even greater flicker/firefly reduction
    • Comprehensive Upscale and Downscale control
    • Fine tune effect by specifying each Mip contribution/weight and Blur parameters
    • Separate Threshold for Bloom and Extra Features
    Temporal Stability

    • Temporal filtering technique focused on reducing flicker/firefly issues
    Lens Dirt & Starburst

    • Texture based effect influenced by Bloom, Glare and Lens Flare
    • Supports dynamic render textures
    • Fine tune final look by specifying per Mip influence/weight
    • Intensity Control
    Bokeh Filtering

    • Simulate different camera aperture shapes
    • Apply the effect directly on the bloom source or only affect extra features
    • Flexible controls for Sample Radius, Aperture, Focal Length and Distance, CoC Diameter and Rotation value
    Lens Flare

    • Realistic procedural pseudo-flares with Halo and Ghosts
    • Flexible controls for Intensity, Tint, Dispersal and Chromatic Distortion
    Lens Glare

    • High-quality Anamorphic Glare
    • Flexible controls for Intensity, Streak Type, Streak Scale, Color and Tint Along Glare, Per-Pass Displacement and Ray value
    • 9 standard glare types included
    • Create up to 32 custom glare types
    Goes great with Amplify Color - Product Page
    Industry Level Color Grading for Unity

    Be sure to contact us if you run into any problems or if you have any questions regarding our products, we would be happy to help. You are all premium users to us, stay in touch, we would love to hear more about your work.
     
    Last edited: Mar 24, 2020
  2. Amplify_Ricardo

    Amplify_Ricardo

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    Amplify Bloom is exclusively available in the Unity Asset Store! We will post a comprehensive tutorial soon but until then be sure to check the manual page.

    Thanks!
     
  3. Cascho01

    Cascho01

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    I guess HDR has to be enabled ?
     
  4. Amplify_Ricardo

    Amplify_Ricardo

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    Not necessarily, be sure to try the fully functional trial version. Let us know if you run into any problems, we would be happy to help.

    Thanks!
     
  5. Amplify_Ricardo

    Amplify_Ricardo

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    We just released a in-depth Amplify Bloom tutorial! In this video we cover installation, scene setup and feature overview with various examples and useful workflow tips. New to Amplify Bloom? Check out the Asset Store Page!

    Amplify Bloom In-depth Tutorial

    Amplify Bloom: Product Page
    Fully Functional Trial: Download
     
    coldpizzapunk likes this.
  6. gameDevi

    gameDevi

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    Hello AC,

    Is it possible to change Technique (Realistic/Natural) by script?

    I've tried to but no luck.
     
  7. Detniess

    Detniess

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    I've tested both Amplify Bloom and Motion on this little demo scene and it looks great :)

     
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  8. AGaming

    AGaming

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    There is support for mobile platforms?
     
  9. Amplify_Ricardo

    Amplify_Ricardo

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    Hello,

    It works but it might be a bit too performance intensive for older mobile devices, for the best performance be sure to use the Low Precision mode and the Natural technique. We recommend testing your project with the trial version on the lowest targeted device.

    Amplify Bloom Trial - Download

    Thanks!
     
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  10. Amplify_Ricardo

    Amplify_Ricardo

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    Awesome, thanks for trying it out! Looking forward to future creations ;)
     
    Detniess likes this.
  11. Amplify_Ricardo

    Amplify_Ricardo

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    Hello,

    It should be possible, I'm currently away from the office but as soon as I get a reply from the AB developer I will get back to you.

    Thanks!
     
  12. gameDevi

    gameDevi

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    Ok thanks :)
     
  13. Amplify_Ricardo

    Amplify_Ricardo

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    Hello, I just got a reply from the Amplify Bloom developer. You only need to set a new value to your UpscaleQuality property on your AmplifyBloomEffect instance. This is a setter of the type UpscaleQualityEnum which has two modes, Realistic and Natural.

    Changing the technique should be quite easy, let us know if that is not the case and feel free to send a code sample to support@amplify.pt, we could be missing something.

    Thanks!
     
  14. gameDevi

    gameDevi

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    Works fine.

    Thanks :)
     
  15. JohnRossitter

    JohnRossitter

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    Hey guys, I just wanted to share a quick video I did showing how I implemented Amplify Bloom with Zone Controller:
     
  16. Amplify_Ricardo

    Amplify_Ricardo

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    Great package John, we highly recommend it.

    The volume based control is really great and it works great with all our products, check it out.
     
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  17. Gametyme

    Gametyme

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    Hello, I tried the trail version on osx iOS using gl core and it through a ton of errors. I switched to legacy 2.1, the errors went away, and it worked but when I build for ios theres an shader error that stops the build from finishing. I tried using unity 5.3.2 and 5.3.2p4.
     
  18. Amplify_RnD_Rick

    Amplify_RnD_Rick

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    Thank you for reporting the issue!
    We will definitely take a look into that and provide a fixed version as soon as possible!
     
  19. DMeville

    DMeville

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    Super excited to check this out, but I'm having a small problem getting it to work. I'm on OSX, Unity 5.3.2f1

    If I import the package into a new empty project the demo scene works fine.

    If I import the package into my game project, when I hit play I get a ton of errors and an grey screen that's not being cleared every draw.

    Any idea why it wouldn't work in my project (could there be something that's conflicting with Amplify Bloom?)

    Screen Shot 2016-03-01 at 9.12.21 AM.png

    Screen Shot 2016-03-01 at 9.14.13 AM.png
     
  20. Amplify_RnD_Rick

    Amplify_RnD_Rick

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    Hey DMeville, thanks for submitting this issue and sharing the screenshots!

    There have been some issues running on Mac but we're already working on a fix and will let you guys know as soon as it is available on the store!
     
    DMeville likes this.
  21. Amplify_Ricardo

    Amplify_Ricardo

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    We are happy to announce that a new version of Amplify Bloom is available. In this new update we addressed several issues concerning using the plugin both on Mac, iOS and Android making it more stable overall. Additional options were also added to decrease the performance hit and maintain better frame rates on mobile devices.

    Amplify Bloom 1.0.2 change list:

    • Added control to initial source downscale.
    • Optimized features usage on mobile
    • Fixed compilation errors when deploying Amplify Bloom on iOS and Apple tvOs using Metal API
    • Fixed issue with array data access on shader files when working on Unity 5.4
    • Fixed precision issues with Lens Flare
    • Fixed issues with Encoder on Low Precision, more specifically on LG G3 phone
    • Added fallback shader for older API's with lesser texture lookups and automatically clamping Mip Count to a lesser max value
    • Added new Debug Log toggle into inspector
    • Reduced amount of shader keywords used from 6 to just 1.
    • Improved performance and fixed issues on mobile.(edited)
    • Fixed issue when compiling shaders on Metal at version 5.2.1
    • Added new Demo options to Enable/Disable both Temporal filtering and Upscale technique

    Amplify Bloom - Unity Asset Store

    Fully functional watermarked trial version - Download
     
  22. alex1560

    alex1560

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    Hi,

    I would like to know if it's possible to ignore certain objects or layers from being affected by bloom. We have a 3rd person game and our characters get's bloom when staying close to a light source.
     
  23. Amplify_Ricardo

    Amplify_Ricardo

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    Hello Alex,

    Amplify Bloom affects all of which the camera sees, for it to ignore certain objects you need to have a separate camera rendering what needs to be affected by bloom, and do a final composition pass with the main camera.

    We've created a simple example for you so you can try it for yourself. Download

    Please notice that the bloom Camera, SeeAllCamera > BloomCamera, needs to be rendered first, hence the lower depth value. Bloom results are stored on a Render Texture and composed with SeeAllCamera ( Main Camera ) frame buffer via the MaskedBloomComposition script.

    Quick note, rendering the bloom results to a Render Texture is a new functionality currently not available in the Unity Asset Store version, feel free to contact us via email and we will forward you the latest development build.

    Thanks!
     
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  24. spryx

    spryx

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    Any chance we may get some additional mobile optimizations? I really love the look of this, but it is quite a bit slower than unity's optimized bloom in my tests.
     
  25. Amplify_Ricardo

    Amplify_Ricardo

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    Hello,

    Thank you for your interest, we really appreciate it. The unity's optimized bloom is faster because it does not provide the same features as Amplify Bloom, it's a very basic implementation of bloom effects. Our package strives to provide the best of two worlds by offering a comprehensive set of high-quality features without compromising performance. We strongly recommend using the Low Precision mode and Natural technique on mobile devices for the best performance possible.

    We recently added a Downscale option that can help you achieve better results on mobile devices, it should be available at the Unity Asset Store in the next couple of weeks, I will send you a preview via PM.

    Thanks!
     
  26. adamas

    adamas

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    First test



    best asset bloom ever :)
     
    Last edited: Mar 15, 2016
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  27. NeatWolf

    NeatWolf

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    Hi, I was experimenting with your asset.

    Is there some documentation on how to access various AmplifyBloom settings at runtime via scripting? I couldn't find any.

    I was simply trying to animate the bloom threshold value over time, but I'm a bit lost on the naming of the parameters.

    Could you please help me or point me towards some docs?
    Thanks in advance :)

    EDIT: nevermind, figured it out. I was declaring a AmplifyBloom variable as reference, but it was a namespace instead. So I declared an AmplifyBloom.AmplifyBloomEffect variable to tweak and accessed various parameters through it, like:

    public AmplifyBloom.AmplifyBloomEffect effectBloom;

    effectBloom.OverallIntensity
    effectBloom.OverallThreshold
    effectBloom.LensGlareInstance.Intensity

    It's was all as easy as expected, I simply needed a break and a coffee ;)
     
    Last edited: Mar 15, 2016
  28. Amplify_Ricardo

    Amplify_Ricardo

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    Hello,

    Thank you for using Amplify Bloom, we really appreciate it. We currently do not provide documentation on how to access Amplify Bloom settings at runtime via scripting.

    Happy to know you were able to access it, let us know if you have any additional questions we would be happy to help.

    Thanks!
     
  29. Amplify_Ricardo

    Amplify_Ricardo

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    Thanks! Happy to know your are having a good time with it.

    Looking good ;)
     
  30. duencil

    duencil

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    Hi

    I'm testing the trial version (thanks for offering this before we buy) and I'm seeing some garbage collection allocation (0.9 KB/frame) in AmplifyBloomBase.OnRenderImage(). I've checked a standalone build too in case it was an editor only issue. I mention it because one of your asset store reviews mention this having zero GC allocation, which was a major point in its favour for me. Could this be something that affects the trial version only for some reason? To give you more details I'm using Realistic mode with low precision, and also have enabled Lens Flare and Glare (with these two unchecked I still get GC but only 0.6 KB/frame).

    Any thoughts?
     
  31. Amplify_RnD_Rick

    Amplify_RnD_Rick

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    Hi duencil,

    Yes, we are aware of this. Unfortunately this is a Unity issue were it is wrongly allocating memory when getting temporary render textures.
    We already reported the bug and are waiting feedback from the Unity QA team.
     
    Last edited: Mar 21, 2016
  32. S_Darkwell

    S_Darkwell

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    Good evening!

    Firstly, let me express how much I love Amplify Bloom! I've used every major bloom asset on the asset store, and this one provides the best visuals, no contest.

    That said, something appears to have happened in my project that has rendered Amplify Bloom inoperable.

    I had noticed that there seemed to be Lens Glare, even though I had it disabled. In an attempt to rectify it, I tried disabling "Lens Starburst." Suddenly, my console was flooded with the following error:
    Code (CSharp):
    1. Invalid pass number (33) for Graphics.Blit (Material "Hidden/BloomFinal" with 1 passes)
    2. UnityEngine.Graphics:Blit(Texture, RenderTexture, Material, Int32)
    3. AmplifyBloom.AmplifyBloomBase:FinalComposition(Single, Single, RenderTexture, RenderTexture, Int32)
    4. AmplifyBloom.AmplifyBloomBase:OnRenderImage(RenderTexture, RenderTexture)
    I tried turning on and off various settings, removing it and re-adding it to my camera, and restarting Unity, but the error persists.

    This is not the first time that this has occurred. It happened once in the past, but I was testing it in an empty project at the time, and that was the initial release version. I assumed that since I hadn't seen it since, the issue had been resolved.

    I'm currently using Unity v5.4b11 on Windows 10, DX11, Windows x86/x64 build target.

    Thank you in advance!
    - S.
     
  33. Amplify_RnD_Rick

    Amplify_RnD_Rick

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    Thank you so much for such kind words!
    We'll try to replicate this issue on our end and fix it as soon as possible!
     
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  34. S_Darkwell

    S_Darkwell

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    So, I deleted Amplify Bloom from my project, then re-imported it and added it to my camera again. The errors went away.

    I've narrowed down what's happening with the "glare stuck on" issue. It's not actually glare. What's happening is that after spawning a highly emissive object (in this case, a glowing bullet or an impact flare), the bloom layer is flipping upside down for a few moments. What I thought was some sort of glare was in fact displaced bloom.

    I wonder if this may have something to do with the aforementioned issues that I was having with the Amplify Motion flipping when a distortion shader is present?

    Again, Windows 10, Unity v5.4b11, DX11. In this case, no distortion shader.

    This has occurred in more than one project of mine. The common denominator is Linear Deferred HDR rendering and the instantiation of emissive objects.

    How that helps!

    Thank you again! Be well!
    - S.
     
  35. Amplify_Ricardo

    Amplify_Ricardo

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    Hello,

    Thank you for reporting the issue and for sending us a sample. Unfortunately it seems to be a Unity 5.4.0b11 bug, we filed a report and as soon as we have any new developments we will contact you directly.

    Thank you for your contribution.
     
    S_Darkwell likes this.
  36. S_Darkwell

    S_Darkwell

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    Thank you so much for all the help, Ricardo!

    Let's hope that Unity resolves this sooner than later.

    Be well!
    - S.
     
  37. mcmorry

    mcmorry

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    I downloaded the last trial and I did many test on iOS 9.2 with on iPad Air. No matter what settings I use, even the simplest one, I get the application to crash and quit with not errors in the console. Some time I was able to see a few frames before the shutdown. I'm on Unity 5.3.4f1.
    My test scene is just a simple Unity terrain with a skybox. It works if I disable the Bloom. There are no other effects on the camera.
    On IPhone 6S Plus there are no issues.
    Any possible solution to have it disabling silently if not supported instead of crashing?
     
  38. Amplify_RnD_Rick

    Amplify_RnD_Rick

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    Hi mcmorry,

    Thank you for reporting the issue!
    We recently updated Amplify Bloom and the trial version is still not the latest one. This will be replaced as soon as possible.
    We will send you the new trial. If possible could you try it out and let us know if the problem still persists?
     
  39. mcmorry

    mcmorry

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    Thanks for the new trial you sent me. I'll tell you how the test it will go.
     
  40. mcmorry

    mcmorry

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    With the last build you sent me it works by setting the downscale to Half or Quarter.
    Thank you!
     
  41. Amplify_Ricardo

    Amplify_Ricardo

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    Happy to announce a new Amplify Bloom update. Among other features, Amplify Bloom 1.0.3 provides several performance enhancements, new features and dedicated mobile improvements.

    Amplify Bloom 1.0.3 change list:
    • Added control to initial source downscale
    • Optimized features usage on mobile
    • Added the ability to render the Bloom effect to a Render Texture for latter use
    • Added the ability to use masks on the Bloom effect
    Amplify Bloom - Unity Asset Store
    Fully functional watermarked trial version - Download
     
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  42. Amplify_Ricardo

    Amplify_Ricardo

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    New sample available! Now it's easy to setup dynamic masks and augmented reality applications, check the Amplify Bloom Manual (section 8) for additional information.

    Amplify Vuforia AR Sample - Download
    Amplify Bloom Mask Sample - Download
     
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  43. neroziros

    neroziros

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    Could this asset be used to render just the UI with the glow vfx? and if so, do I just have to follow the section 8 workflow?

    Cheers and thanks for this amazing plugin!

    Edit: Here is my problem. In the first image you can see the desired effect (albeit, I need to replace the black background with the a transparent one) and in the second image you can see my current results.

    The UI Camera is bound to the camera with the Amplify Bloom

     
    Last edited: Apr 10, 2016
  44. Amplify_RnD_Rick

    Amplify_RnD_Rick

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    Hi neroziros,

    Thank you for such kind words!

    In your case there is no need to create and use masks. Since you use a different camera for your UI, you only need to render each camera separately with the clear flags active and do a final composition pass.

    We created a simple demo project to help you out. Download

    If you open the Contents > Scenes > Test scene you'll notice two cameras.
    Main Camera is rendered first ( lower depth ) and draws the game contents, UICamera, which draws UI, is rendered last ( higher depth ). It also contains an additional component, UI Composition, which sets up a Render Texture for the Main Camera and do the final composition with the UI+Bloom and Game results.

    Hope this demo fits your needs!

    If you come across any issues or need additional help please don't hesitate on contacting us!
     
    Last edited: Apr 12, 2016
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  45. ZJP

    ZJP

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    Got It today. thanks... :cool:
    Motion is the next (since Color is done).... :D
     
  46. mcmorry

    mcmorry

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    I have the full set now! Color, Motion and Bloom. Was a nice present today to see Bloom on sale :)
     
  47. ZJP

    ZJP

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    Amplify has very nice (and fast) tools.
     
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  48. Amplify_Ricardo

    Amplify_Ricardo

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    It's really great to know that you are happy with our products, thanks!
     
  49. Amplify_Ricardo

    Amplify_Ricardo

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    Amplify Bloom brings Industry Level Post-Process Bloom to your projects in a comprehensive all-in-one package and can be yours for only $18.75 in the next 24 hours. Get it today!

    Amplify Bloom - Asset Store Page
    Fully Functional Trial Version - Download


    What does Firewatch, p.a.m.e.l.a., Manifold Garden, Rust, The Forest, Night In The Woods, Broforce and Star Wars Journeys Ep 1 – to name a few – have in common? Check out our full suite of Amplify Unity Products and find out what they can do for your project.
     
  50. jonfinlay

    jonfinlay

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    Excellent package, bought it earlier today! Got Amplify Color and Amplify Bloom now, let's home Amplify Motion goes on sale shortly too :)

    Just a quick question, should I make any changes to the Halo, Flare, and Spot Cookies settings in the Lighting Panel? Or is that automatically handled by Amplify? And should I remove what is already there?
     
    Last edited: Apr 12, 2016