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Philipp
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In order for that shiny halo to appear around HDR-colored materials, you need to add a Bloom post-processing effect to your scene.

How to do that and what settings that filter has available differs a bit depending on whether you use the Universal Render Pipeline, the High-Definition Render Pipeline or the build-in render pipeline.

For HDRP and URP:

  1. Create a global post-processing volume in your scene with Volume -> Global Volume.
  2. Add a new Profile to that volume.
  3. Click on "Add Override..." and add the "Bloom" effect to that profile. Enable the "Intensity" property and set it to 1.0 for now. You can tweak it later.
  4. Select your camera and enable the "Post Processing" checkbox.
  5. Give your sun's material an HDR color for its emission property in the desired color, and crank up its intensity
  6. You can tweak the emission color of your material and the bloom effect on your post-processing volume by configuring it according to the documentation for URP Bloom or HDRP Bloom

For the Build-in Render Pipeline:

  1. Install the post-processing package via the package manager.
  2. Create an empty gameObject (your post-processing volume)
  3. Set the layerLayer of that game object to a new Layerlayer "Post Processing"
  4. Add the Post-Processing Volume Component to the game object (Rendering -> Post-process Volume)
  5. Check "Is Global" on the volume
  6. Add a new Profile to that volume.
  7. Click on "Add Effect..." and add the "Bloom" effect to that profile. Enable the "Intensity" property and set it to 1.0 for now. You can tweak it later.
  8. Select the game object with your camera and add the Post-Processing Layer Component to it Rendering -> Post-process Layer.
  9. On that post-processing layer, set the setting "volume layer" to your new layer "Post Processing"
  10. Give your sun's material an HDR color for its emission property in the desired color, and crank up its intensity
  11. You can tweak the emission color of your material and the bloom effect on your post-processing volume by configuring it according to the documentation for Build-in RP Bloom

From now on, remember to wear sunscreen while working on this scene :)

In order for that shiny halo to appear around HDR-colored materials, you need to add a Bloom post-processing effect to your scene.

How to do that and what settings that filter has available differs a bit depending on whether you use the Universal Render Pipeline, the High-Definition Render Pipeline or the build-in render pipeline.

For HDRP and URP:

  1. Create a global post-processing volume in your scene with Volume -> Global Volume.
  2. Add a new Profile to that volume.
  3. Click on "Add Override..." and add the "Bloom" effect to that profile. Enable the "Intensity" property and set it to 1.0 for now. You can tweak it later.
  4. Select your camera and enable the "Post Processing" checkbox.
  5. Give your sun's material an HDR color for its emission property in the desired color, and crank up its intensity
  6. You can tweak the emission color of your material and the bloom effect on your post-processing volume by configuring it according to the documentation for URP Bloom or HDRP Bloom

For the Build-in Render Pipeline:

  1. Install the post-processing package via the package manager.
  2. Create an empty gameObject (your post-processing volume)
  3. Set the layer of that game object new Layer "Post Processing"
  4. Add the Post-Processing Volume Component to the game object (Rendering -> Post-process Volume)
  5. Check "Is Global" on the volume
  6. Add a new Profile to that volume.
  7. Click on "Add Effect..." and add the "Bloom" effect to that profile. Enable the "Intensity" property and set it to 1.0 for now. You can tweak it later.
  8. Select the game object with your camera and add the Post-Processing Layer Component to it Rendering -> Post-process Layer.
  9. On that post-processing layer, set the setting "volume layer" to your new layer "Post Processing"
  10. Give your sun's material an HDR color for its emission property in the desired color, and crank up its intensity
  11. You can tweak the emission color of your material and the bloom effect on your post-processing volume by configuring it according to the documentation for Build-in RP Bloom

From now on, remember to wear sunscreen while working on this scene :)

In order for that shiny halo to appear around HDR-colored materials, you need to add a Bloom post-processing effect to your scene.

How to do that and what settings that filter has available differs a bit depending on whether you use the Universal Render Pipeline, the High-Definition Render Pipeline or the build-in render pipeline.

For HDRP and URP:

  1. Create a global post-processing volume in your scene with Volume -> Global Volume.
  2. Add a new Profile to that volume.
  3. Click on "Add Override..." and add the "Bloom" effect to that profile. Enable the "Intensity" property and set it to 1.0 for now. You can tweak it later.
  4. Select your camera and enable the "Post Processing" checkbox.
  5. Give your sun's material an HDR color for its emission property in the desired color, and crank up its intensity
  6. You can tweak the emission color of your material and the bloom effect on your post-processing volume by configuring it according to the documentation for URP Bloom or HDRP Bloom

For the Build-in Render Pipeline:

  1. Install the post-processing package via the package manager.
  2. Create an empty gameObject (your post-processing volume)
  3. Set the Layer of that game object to a new layer "Post Processing"
  4. Add the Post-Processing Volume Component to the game object (Rendering -> Post-process Volume)
  5. Check "Is Global" on the volume
  6. Add a new Profile to that volume.
  7. Click on "Add Effect..." and add the "Bloom" effect to that profile. Enable the "Intensity" property and set it to 1.0 for now. You can tweak it later.
  8. Select the game object with your camera and add the Post-Processing Layer Component to it Rendering -> Post-process Layer.
  9. On that post-processing layer, set the setting "volume layer" to your new layer "Post Processing"
  10. Give your sun's material an HDR color for its emission property in the desired color, and crank up its intensity
  11. You can tweak the emission color of your material and the bloom effect on your post-processing volume by configuring it according to the documentation for Build-in RP Bloom

From now on, remember to wear sunscreen while working on this scene :)

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Philipp
  • 123.2k
  • 28
  • 264
  • 345

In order for that shiny halo to get generatedappear around HDR-colored materials, you need to add the bloom filter to a Bloom post-processing effect volumeto your scene.

How to do that and what settings that filter has available differs a bit depending on whether you use the Universal Render Pipeline, the High-Definition Render Pipeline or the build-in render pipeline.

For HDRP and URP:

  1. Create a global post-processing volume in your scene with Volume -> Global Volume.
  2. Add a new Profile to that volume.
  3. Click on "Add Override..." and add the "Bloom" effect to that profile. Enable the "Intensity" property and set it to 1.0 for now. You can tweak it later.
  4. Select your camera and enable the "Post Processing" checkbox.
  5. Give your sun's material an HDR color for its emission property in the desired color, and crank up its intensity
  6. You can tweak the emission color of your material and the bloom effect on your post-processing volume by configuring it according to the documentation for URP Bloom or HDRP Bloom

For the Build-in Render Pipeline:

  1. Install the post-processing package via the package manager.
  2. Create an empty gameObject (your post-processing volume)
  3. Set the layer of that game object new Layer "Post Processing"
  4. Add the Post-Processing Volume Component to the game object (Rendering -> Post-processingprocess Volume)
  5. Check "Is Global" on the volume
  6. Add a new Profile to that volume.
  7. Click on "Add Effect..." and add the "Bloom" effect to that profile. Enable the "Intensity" property and set it to 1.0 for now. You can tweak it later.
  8. Select the game object with your camera and add the Post-Processing Layer Component to it Rendering -> Post-processingprocess Layer.
  9. On that post-processing layer, set the setting layer"volume layer" to your new layer "Post Processing"
  10. Give your sun's material an HDR color for its emission property in the desired color, and crank up its intensity
  11. You can tweak the emission color of your material and the bloom effect on your post-processing volume by configuring it according to the documentation for Build-in RP Bloom

From now on, remember to wear sunscreen while working on this scene :)

In order for that shiny halo to get generated around HDR-colored materials, you need to add the bloom filter to a post-processing volume.

How to do that and what settings that filter has available differs a bit depending on whether you use the Universal Render Pipeline, the High-Definition Render Pipeline or the build-in render pipeline.

For HDRP and URP:

  1. Create a global post-processing volume in your scene with Volume -> Global Volume.
  2. Add a new Profile to that volume.
  3. Click on "Add Override..." and add the "Bloom" effect to that profile. Enable the "Intensity" property and set it to 1.0 for now. You can tweak it later.
  4. Select your camera and enable the "Post Processing" checkbox.
  5. Give your sun's material an HDR color for its emission property in the desired color, and crank up its intensity
  6. You can tweak the bloom effect on your post-processing volume by configuring it according to the documentation for URP Bloom or HDRP Bloom

For the Build-in Render Pipeline:

  1. Install the post-processing package via the package manager.
  2. Create an empty gameObject (your post-processing volume)
  3. Set the layer of that game object new Layer "Post Processing"
  4. Add the Post-Processing Volume Component to the game object (Rendering -> Post-processing Volume)
  5. Check "Is Global" on the volume
  6. Add a new Profile to that volume.
  7. Click on "Add Effect..." and add the "Bloom" effect to that profile. Enable the "Intensity" property and set it to 1.0 for now. You can tweak it later.
  8. Select the game object with your camera and add the Post-Processing Layer Component to it Rendering -> Post-processing Layer.
  9. On that post-processing layer, set the setting layer to your new layer "Post Processing"
  10. Give your sun's material an HDR color for its emission property in the desired color, and crank up its intensity
  11. You can tweak the bloom effect on your post-processing volume by configuring it according to the documentation for Build-in RP Bloom

From now on, remember to wear sunscreen while working on this scene :)

In order for that shiny halo to appear around HDR-colored materials, you need to add a Bloom post-processing effect to your scene.

How to do that and what settings that filter has available differs a bit depending on whether you use the Universal Render Pipeline, the High-Definition Render Pipeline or the build-in render pipeline.

For HDRP and URP:

  1. Create a global post-processing volume in your scene with Volume -> Global Volume.
  2. Add a new Profile to that volume.
  3. Click on "Add Override..." and add the "Bloom" effect to that profile. Enable the "Intensity" property and set it to 1.0 for now. You can tweak it later.
  4. Select your camera and enable the "Post Processing" checkbox.
  5. Give your sun's material an HDR color for its emission property in the desired color, and crank up its intensity
  6. You can tweak the emission color of your material and the bloom effect on your post-processing volume by configuring it according to the documentation for URP Bloom or HDRP Bloom

For the Build-in Render Pipeline:

  1. Install the post-processing package via the package manager.
  2. Create an empty gameObject (your post-processing volume)
  3. Set the layer of that game object new Layer "Post Processing"
  4. Add the Post-Processing Volume Component to the game object (Rendering -> Post-process Volume)
  5. Check "Is Global" on the volume
  6. Add a new Profile to that volume.
  7. Click on "Add Effect..." and add the "Bloom" effect to that profile. Enable the "Intensity" property and set it to 1.0 for now. You can tweak it later.
  8. Select the game object with your camera and add the Post-Processing Layer Component to it Rendering -> Post-process Layer.
  9. On that post-processing layer, set the setting "volume layer" to your new layer "Post Processing"
  10. Give your sun's material an HDR color for its emission property in the desired color, and crank up its intensity
  11. You can tweak the emission color of your material and the bloom effect on your post-processing volume by configuring it according to the documentation for Build-in RP Bloom

From now on, remember to wear sunscreen while working on this scene :)

added 384 characters in body
Source Link
Philipp
  • 123.2k
  • 28
  • 264
  • 345

In order for that shiny halo to get generated around HDR-colored materials, you need to add the bloom filter to a post-processing volume.

How to do that and what settings that filter has available differs a bit depending on whether you use the URPUniversal Render Pipeline, the HDRPHigh-Definition Render Pipeline or the build-in render pipeline.

For HDRP and URP:

  1. When you are using the buildCreate a global post-in render pipelineprocessing volume in your scene with Volume -> Global Volume.
  2. Add a new Profile to that volume.
  3. Click on "Add Override..." and add the "Bloom" effect to that profile. Enable the "Intensity" property and set it to 1.0 for now. You can tweak it later.
  4. Select your camera and enable the "Post Processing" checkbox.
  5. Give your sun's material an HDR color for its emission property in the desired color, thenand crank up its intensity
  6. You can tweak the bloom effect on your post-processing volume by configuring it according to the documentation for URP Bloom or HDRP Bloom

For the Build-in Render Pipeline:

  1. Install the post-processing package via the package manager. When your project uses URP or HDRP, then you can skip this step.
  2. When you are using the buildCreate an empty gameObject (your post-in render pipeline, selectprocessing volume)
  3. Set the layer of that game object with your camera and add a new component Rendering -> Post-processing Layer and set a layerLayer for your post-processing volume. For URP or HDRP, just select your camera and enable the "Post Processing" checkbox.
  4. Create a post-processing volume in your scene.
  5. When you are usingAdd the buildPost-in render pipeline, make sure it's onProcessing Volume Component to the layer you selected in step 2.game object (Rendering -> Post-processing Volume)
  6. Set its mode to "Global", so it affects any camera anywhere inCheck "Is Global" on the scenevolume
  7. Add a new post-processing profileProfile to that volume.
  8. AddClick on "Add Effect..." and add the "Bloom" effect to that profile. The button is labeled "Add Effect" onEnable the build-in render pipeline"Intensity" property and "Add Override" onset it to 1.0 for now. You can tweak it later.
  9. Select the scriptable render pipelinesgame object with your camera and add the Post-Processing Layer Component to it Rendering -> Post-processing Layer.
  10. On that post-processing layer, set the setting layer to your new layer "Post Processing"
  11. Give your sun's material an HDR color for its emission property in the desired color, and crank up its intensity
  12. You can tweak the bloom effect furtheron your post-processing volume by configuring it according to the documentation for Build-in RP Bloom, URP Bloom or HDRP Bloom
  13. From now on, remember to wear sunscreen while working on this scene :)

From now on, remember to wear sunscreen while working on this scene :)

In order for that shiny halo to get generated around HDR-colored materials, you need to add the bloom filter to a post-processing volume.

How to do that and what settings that filter has available differs a bit depending on whether you use the URP, the HDRP or the build-in render pipeline.

  1. When you are using the build-in render pipeline, then Install the post-processing package via the package manager. When your project uses URP or HDRP, then you can skip this step.
  2. When you are using the build-in render pipeline, select the game object with your camera and add a new component Rendering -> Post-processing Layer and set a layer for your post-processing volume. For URP or HDRP, just select your camera and enable the "Post Processing" checkbox.
  3. Create a post-processing volume in your scene.
  4. When you are using the build-in render pipeline, make sure it's on the layer you selected in step 2.
  5. Set its mode to "Global", so it affects any camera anywhere in the scene
  6. Add a new post-processing profile to that volume.
  7. Add the "Bloom" effect to that profile. The button is labeled "Add Effect" on the build-in render pipeline and "Add Override" on the scriptable render pipelines.
  8. Give your sun's material an HDR color for its emission property in the desired color, and crank up its intensity
  9. You can tweak the bloom effect further by configuring it according to the documentation for Build-in RP Bloom, URP Bloom or HDRP Bloom
  10. From now on, remember to wear sunscreen while working on this scene :)

In order for that shiny halo to get generated around HDR-colored materials, you need to add the bloom filter to a post-processing volume.

How to do that and what settings that filter has available differs a bit depending on whether you use the Universal Render Pipeline, the High-Definition Render Pipeline or the build-in render pipeline.

For HDRP and URP:

  1. Create a global post-processing volume in your scene with Volume -> Global Volume.
  2. Add a new Profile to that volume.
  3. Click on "Add Override..." and add the "Bloom" effect to that profile. Enable the "Intensity" property and set it to 1.0 for now. You can tweak it later.
  4. Select your camera and enable the "Post Processing" checkbox.
  5. Give your sun's material an HDR color for its emission property in the desired color, and crank up its intensity
  6. You can tweak the bloom effect on your post-processing volume by configuring it according to the documentation for URP Bloom or HDRP Bloom

For the Build-in Render Pipeline:

  1. Install the post-processing package via the package manager.
  2. Create an empty gameObject (your post-processing volume)
  3. Set the layer of that game object new Layer "Post Processing"
  4. Add the Post-Processing Volume Component to the game object (Rendering -> Post-processing Volume)
  5. Check "Is Global" on the volume
  6. Add a new Profile to that volume.
  7. Click on "Add Effect..." and add the "Bloom" effect to that profile. Enable the "Intensity" property and set it to 1.0 for now. You can tweak it later.
  8. Select the game object with your camera and add the Post-Processing Layer Component to it Rendering -> Post-processing Layer.
  9. On that post-processing layer, set the setting layer to your new layer "Post Processing"
  10. Give your sun's material an HDR color for its emission property in the desired color, and crank up its intensity
  11. You can tweak the bloom effect on your post-processing volume by configuring it according to the documentation for Build-in RP Bloom

From now on, remember to wear sunscreen while working on this scene :)

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Philipp
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Philipp
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Philipp
  • 123.2k
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  • 345
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