- Unity 2018 Shaders and Effects Cookbook
- John P. Doran Alan Zucconi
- 252字
- 2025-04-04 16:34:19
How to do it...
- We first create a new Post Processing Profile by right-clicking within the Assets folder in the Project window and then selecting Create | Post Processing Profile. Once selected, it will allow us to rename the item. Go ahead and set the name to BloomProfile.
- Select the Post-process volume object and, from the Inspector window, go to the Post Processing Volume component and assign the Profile property to the BloomProflie we just created.
- Afterward, select the Game tab, if it hasn't been selected already to see the results of the changes we are about to make in the following steps.
- Select the Add effect... button and select Unity | Bloom. Once the effect has been added to the Overrides section of the Post Processing Volume component, select the arrow to open its properties. Check the Intensity property and set it to 3. Afterward, check and set the Threshold to 0.75, the Soft Knee to 0.1, and the Radius to 3:

- Next, select the object with the Post Process Layer component attached to it (in the example, it is the FPSController | FirstPersonCharacter object) and, from the Inspector tab, scroll down to the Post Process Layer script. From there, change the Anti-aliasing property dropdown to Fast Approximate Anti-aliasing:

- Afterward, save your scene and hit the Play button to check out your project:

The final result of using bloom and anti-aliasing