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VertexLit Alpha Shader with "Bloom Control"

Discussion in 'Shaders' started by Jonathan Czeck, May 24, 2006.

  1. Jonathan Czeck

    Jonathan Czeck

    Joined:
    Mar 17, 2005
    Posts:
    1,713
    Hi folks,

    I'm working on an alpha shader that will either write an inverted mask to the frame buffer when it's done, or as a semi-workaround write out a "bloom control" alpha texture.

    See the screenshots :)

    Thank you!
    -Jon

    The first screenshot is a mockup of what I'm after.

    The second screenshot is what it is currently like. Let me know if more explanation is needed.
     
  2. Venkman

    Venkman

    Joined:
    Dec 20, 2005
    Posts:
    128
    Latching onto thread.

    As a fan of all glowing things, I applaud your past and future efforts in developing Bloom effects.

    Keep me posted! I can't wait to see more.
     
  3. Aras

    Aras

    Unity Technologies

    Joined:
    Nov 7, 2005
    Posts:
    4,770
    Just to let you know: for Unity 1.5 we'll make sure all builtin shaders output reasonable values into alpha:
    • ambient passes would output texture's alpha channel attenuated by material's main color alpha.
    • specular/glossy shaders add specular hightlights to alpha. It can also be controlled with specular color's alpha.
    • alpha shaders would not modify alpha at all (you don't want transparency amount start glowing).