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WebGL: HDR Bloom - over (0-1) range (Deferred Rendering)

Discussion in 'Web' started by instruct9r, Mar 27, 2016.

  1. instruct9r

    instruct9r

    Joined:
    Aug 1, 2012
    Posts:
    148
    Hello.

    I was wondering, doe the HDR actually works on WebGL? I am trying to make a simple objects to glow with Bloom, and i am applying Emission of 2.

    So when i setUp the Bloom to affect only objects, that have emission over 1.5, only that object shoud glow and it does in the Editor \ Standalone builds.

    But on WebGL it looks like the bloom is missing at all.

    Am i missing something? I've been trying to find some information about that, but i coudn't...

    thanks :)
     
  2. bayerly

    bayerly

    Joined:
    Apr 9, 2013
    Posts:
    25
  3. AFrisby

    AFrisby

    Joined:
    Apr 14, 2010
    Posts:
    223
    Ah thanks for the answer - I was wondering this too
     
  4. instruct9r

    instruct9r

    Joined:
    Aug 1, 2012
    Posts:
    148
    THanks.

    Actually i was able to make the HDR works, but in Forward Rendering. Docs says that HDR will be turned On, as long as there is an Image Effect attached to that camera...
     
  5. AFrisby

    AFrisby

    Joined:
    Apr 14, 2010
    Posts:
    223
    Since this is working in Forward... could I ask a Unity employee to give some feedback if this is supposed to work under Deferred too?