MK Glow - Bloom & Lens & Glare
MK Glow is a post processing effect, which simulates the bright surface scattering of light. It allows you to create an uniquely stylized glow including bloom, lens surface, lens flare and glare.
MK Glow is an artist-friendly, feature-rich and super fast performing post-processing effect, which simulates bright surface scattering of light. In addition to the bloom, some highly customizable extras, like lens surface, lens flare and glare are available. It is tweaked towards artists for an intuitive, adaptive and easy and workflow.
⤴️NEW! : Added Render Graph support
🔥Highlights🔥
One of a kind glow shader: If you are looking for an out of the ordinary bloom or glow solution, MK Glow gives your project the unique touch.
Intuitive workflow: The artist-friendly workflow is exactly the same on every render pipeline or post processing api, after the setup is done.
Flexible features: You can add multiple layers of features to customize the glow, including bloom, lens surface dirt & diffraction, lens flare and glare.
📦THE PACKAGE📦
🔖Features🔖
✅Bloom: Creates fringes of light extending from the borders of bright areas in an image.
✅Lens surface: Apply a dirt and a diffraction texture, which fades in into the glow.
✅Lens flare: Generate procedural lens flares including halo, ghosts and presets.
✅Glare: Creates glare light streaks, which fades into the glow based on a blending. Also presets are available.
✅Stylization: Fine tune the result in terms of quality and performance using a wide variety of options.
✅Blooming: Further enhance the glowing parts to give scene a more bloomy look.
✅Luma Scale: Mix relative luminance into the glow for a more stylized or realistic look.
✅Anamorphic: Morph the glow to create an anamorphic flair.
✅Resolution scaling: Same outcome independent from the screen size and resolution.
✅Mobile compatible: Performing at a reasonable tradoff in terms of quality and performance.
✅Emissive Sprite Shaders for the URP 2D Renderer: Emissive Sprite Shaders that can be used with the URP 2D Renderer are included.
✅Additional shaders: Basic Sprite & UI shaders with emission are included.
✨Setup for every possible post processing API✨
- Built-in: Legacy Image Effects Pipeline (Component on Rendering Camera)
- Built-in: Post Processing Stack
- Universal 2D & 3D: Integrated Post Processing API via Scriptable Renderer Feature
- Universal 2D & 3D: Scriptable Renderer Feature Only (skip the Post Processing API entirely)
- High Definition: Integrated Post Processing API
- Render Graph compatible
⚡Two intuitive workflows⚡
Threshold: Make things glow based on the pixels brightness & threshold & emission.
Natural: No color cuttoff, no thresholding, just like real life, a very realistic behavior (Energy-Conserving), just raise the emission.
⚙️Included Tools⚙️
Install wizard: Fast setup even on scriptable Render Pipelines.
Builtin textures: Start easy by using the included textures for different features.
Custom editor: Easy to use inspector tweaked towards artists.
Render pipeline compatibility: Same look & feel & results across all render pipelines.
🪜Examples🪜
Space: Moving Asteroids showcasing overall glow.
Spectate: Inspect specific objects.
Cubes: Moving colored cubes.
Setup: Simple setup for 3D, Sprite and UI.
Sprites: Example scene for the URP 2D renderer.
💾Updates + Maintenance + Support💾
All of my assets receive updates, are maintained regularly and supported as best as possible.
🌈Do you have some cool stuff to show?🌈
I would love to see your results (high resolution screenshots / videos) using the shader. Just drop me a message.
💡Questions, bug reports, feature requests, feedback or just to say hello💡
Feel free to get in touch via [email protected] at any time.
- From scratch & hand-written shader
- Focused on a perfect trade-off in terms of quality and performance
- Compatibility, usability, flexibility stability are high priorities
Bloom:
- Customizable scattering
- High Precision at a reasonable performance
- Gamma based thresholding
- Automatic scattering size scaling on different resolutions
- Gamma based intensity
Lens Surface:
- Dirt effect for camera lens
- Dirt intensity
- Diffraction effect for camera lens
- Diffraction intensity
- Feature undepend blending to always get the best result
Lens Flare (Shader Model 3+) :
- Customizable scattering
- Realistic procedural generated lens flare
- Gamma based thresholding
- Gamma based intensity
- Adjustable blur size
- Chromatic Aberration
- Ghost (fade, count, dispersal, intensity in gamma space)
- Halo (fade, size, intensity in gamma space)
- Texture based color ramp
Glare (Shader Model 4+) :
- Highly customizable (scattering, count, orientation, offset)
- Individual shape
- Up to 4 light streaks while holding a reasonable performance
- Smooth fading between glare and bloom
- Gamma based thresholding
- Gamma based intensity
- Easy to use presets
Pipeline:
- resolution independent scattering scale
- Support for Legacy and Scriptable Render Pipelines
- Portable to custom Scriptable Render Pipelines
- Super-fast, command buffer based rendering
- Built-in quality settings
- Luma based color scaling (based on relative luminance, which follows the photometric definition of luminance)
- MRT based rendering
- Volume blending using Post-processing Stack v2
- Anamorphic ratio scaling
- Temporal stable anti-flicker filtering
- XR compatible: Multi Pass, Single Pass Stereo and Single Pass Stereo instanced
- Render Priority Option: Tell the pipeline to focus on quality or performance
- Mobile compatible, performing at a reasonable tradoff in terms of quality and performance
Editor:
- Debug views for every single rendering step
- Unified editor
- Artist friendly, fast and easy to set up
Other:
- Complete access to the source code - Advanced built-in shaders for UI and sprite
- Constant development which you can follow (Trello)
- Regular updates
- 2D and 3D compatible