williamqin Posted October 6, 2018 Share Posted October 6, 2018 The default bloom post process extracts all pixels brighter than a threshold, blurs that image, and overlays it onto the original render. The problem is that it simply adds the RGB values of the 2 images together, resulting in already bright areas becoming way too bright. I want to use BABYLON.Engine.ALPHA_MAXIMIZED as the blend mode for bloom. How do I do that? Do I need to write a whole new bloom shader from scratch? Quote Link to comment Share on other sites More sharing options...
Guest Posted October 6, 2018 Share Posted October 6, 2018 Pinging @Sebavan Quote Link to comment Share on other sites More sharing options...
Sebavan Posted October 6, 2018 Share Posted October 6, 2018 Hello, The code is all in the mergeBloom.fragment.fx file: gl_FragColor.rgb = gl_FragColor.rgb + (blurred.rgb * bloomWeight); We could think of adding more mode configurtaion in the bloomEffect that we would also make available until the DefaultRenderingPipeline. Would you like to create the Pull Request or woud you prefer to just share the technique and formula you would like to use ? Quote Link to comment Share on other sites More sharing options...
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