The Bloom effect creates fringes of light extending from the borders of bright areas in an image. This creates the illusion of extremely bright light overwhelming the Camera.
The Bloom effect also has a Lens Dirt feature, which you can use to apply a full-screen layer of smudges or dust to diffract the Bloom effect.
Bloom uses the Volume system, so to enable and modify Bloom properties, you must add a Bloom override to a Volume in your Scene.
To add Bloom to a Volume:
Property | Description |
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Threshold | Set the gamma space brightness value at which URP applies Bloom. URP does not apply Bloom to any pixels in the Scene that have a brightness lower than this value. The minimum value is 0, where nothing is filtered. The default value is 0.9. There is no maximum value. |
Intensity | Set the strength of the Bloom filter, in a range from 0 to 1. The default is 0, which means that the Bloom effect is disabled. |
Scatter | Set the radius of the bloom effect in a range from 0 to 1. Higher values give a larger radius. The default value is 0.7. |
Tint | Use the color picker to select a color for the Bloom effect to tint to. |
Clamp | Set the maximum intensity that Unity uses to calculate Bloom. If pixels in your Scene are more intense than this, URP renders them at their current intensity, but uses this intensity value for the purposes of Bloom calculations. The default value is 65472. |
High Quality Filtering | Enable this to use high quality sampling. This reduces flickering and improves the overall smoothness, but is more resource-intensive and can affect performance. |
Property | Description |
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Texture | Assign a Texture to apply the effect of dirt (such as smudges or dust) to the lens. |
Intensity | Set the strength of the Lens Dirt effect. |
There are multiple ways to improve the performance impact of Bloom. Listed in order of effectiveness, you can: