In this post-processing shader video, I show how to create a bloom effect where bright parts of the scene create a bright halo. We use three filter kernels to create the effect - a tight core, a glow, and a large haze. Each of these are tunable with exposed parameters. Next week we'll combine this bloom together with last week's radial blur to create crepuscular rays or god rays. If you know how to sample a lower resolution or pre-blured version of the scene in Unreal, please let me know in the comments! Here's last week's video on radial blur: Here's the playlist of all of the post-process videos: Here's the playlist of all the videos: Shader Book Recommendations ------------------------------ Theme
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