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kinobloom's Introduction

KinoBloom

Bloom is an image effect for Unity that adds bloom/veiling glare effect to rendered frames.

Screenshot Screenshot

System Requirements

Unity 5.5 or later versions.

Installation

Download one of the unitypackage files from the Releases page and import it to a project.

Effect Properties

Inspector

  • Threshold - Filters out pixels under this level of brightness. This value should be given in the gamma space (as used in the color picker).

  • Soft Knee - Makes transition between under/over-threshold gradual (0 = hard threshold, 1 = soft threshold).

  • Intensity - Total intensity of the effect.

  • Radius - Controls the extent of veiling effects. The value is not related to screen size and can be controlled in a resolution-independent fashion.

  • High Quality - Controls the filter quality and the buffer resolution. On mobile platforms, it might strongly affect the performance of the effect, therefore it’s recommended to be unchecked when running on mobile devices.

  • Anti Flicker - Sometimes the effect introduces strong flickers (flashing noise). This option is used to suppress them with a noise reduction filter.

License

MIT

kinobloom's People

Contributors

keijiro avatar

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kinobloom's Issues

Editor effect not same in Android Devices!

Hello, first thanks for this awesome Bloom effect. In mobile we got +30 - +40 FPS.

Problem is i'm setting bloom effect on editor but in Android Devices it's looking more light. How to solve this problem.

Thanks.

Potential divide by zero in Bloom shader

If you look inside Assets/Kino/Bloom/Shader/Bloom.cginc in the prefilter part:

    // Under-threshold part: quadratic curve
    half rq = clamp(br - _Curve.x, 0, _Curve.y);
    rq = _Curve.z * rq * rq;

    // Combine and apply the brightness response curve.
    m *= max(rq, br - _Threshold) / max(br, 1e-5);

Half is a 16-bit floating number on some platforms (see Unity docs). The smallest "normal" number for a 16-bit float is 0.000061035, so 1e-5, or 0.00001 is either denormalized or flushed to zero, depending on the shader compiler, potentially resulting in nan values for fragments with calculated brightness of 0.
I can confirm this happens on Nintendo Switch, probably some mobile platforms too. The areas with nan values in the prefilter texture will get passed down in the downsample/upsample passes and result in black rectangles in the final renderbuffer.
Changing this value from 1e-5 to 6.2e-5 resolves the issue.

Hi question about _MainTex in bloom

Hi
i have a question about _MainTex texture in bloom shader
what's the _MainTex texture format ? half-float or rgba8888? how can i retrieve this texture format

thank you
peter

Compilation issue with Unity 5.5

It seems one of the methods used by the script was deprecated with the 5.5 update. I don't have a screenshot of the error right now, but I'll try and produce one soon.

Major problems with single pass stereo on mobile VR.

Both frames of the viewport render all White on single pass stereo rendering for Android mobile VR using 2017.3.1.

Thanks in advance for updating that. Also recommend telling the Post Production Stack team how to make it work properly with single pass stereo. Seems like a mission that keijiro can handle.

Problem with sprites in android build.

When used in a scene with sprites, screen shows random static dots and lines or a completely blank screen.
Could be a shader compatibility issue.

Thanks a lot for this free image effect. Great effort.
Please try to fix the above mentioned issue.
screenshot_2018-10-16-01-16-16-206_com trinity project1 1

Request - Per Object Glow

Your glow works perfect, thank you. Should work per object too (selective). Hope you have spare time for that :)

Issue with videolab (op-z app)

I'm working on a videopak for the OP-Z app, when trying out the scene on OSX, it does show the effect but on iOS it is not working. Am I missing something?

I am asking here but using "bloom" from the VideoLab package.

Thanks!

Optimized shader version

I made a lot of changes that make bloom shader 1.5-2 times faster. But the resulting code is very dirty for further support. I'll leave it here, maybe somebody will need it.
Bloom.zip

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