Class Bloom
Syntax
[Serializable]
[VolumeComponentMenuForRenderPipeline("Post-processing/Bloom", new Type[]{typeof(UniversalRenderPipeline)})]
public sealed class Bloom : VolumeComponent, IPostProcessComponent
Fields
clamp
Declaration
[Tooltip("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.")]
public MinFloatParameter clamp
Field Value
dirtIntensity
Declaration
[Tooltip("Amount of dirtiness.")]
public MinFloatParameter dirtIntensity
Field Value
dirtTexture
Declaration
[Header("Lens Dirt")]
[Tooltip("Dirtiness texture to add smudges or dust to the bloom effect.")]
public TextureParameter dirtTexture
Field Value
highQualityFiltering
Declaration
[Tooltip("Use bicubic sampling instead of bilinear sampling for the upsampling passes. This is slightly more expensive but helps getting smoother visuals.")]
public BoolParameter highQualityFiltering
Field Value
intensity
Declaration
[Tooltip("Strength of the bloom filter.")]
public MinFloatParameter intensity
Field Value
scatter
Declaration
[Tooltip("Set the radius of the bloom effect")]
public ClampedFloatParameter scatter
Field Value
skipIterations
Declaration
[Tooltip("The number of final iterations to skip in the effect processing sequence.")]
public ClampedIntParameter skipIterations
Field Value
threshold
Declaration
[Header("Bloom")]
[Tooltip("Filters out pixels under this level of brightness. Value is in gamma-space.")]
public MinFloatParameter threshold
Field Value
tint
Declaration
[Tooltip("Use the color picker to select a color for the Bloom effect to tint to.")]
public ColorParameter tint
Field Value
Methods
IsActive()
Declaration
Returns
Implements
IsTileCompatible()
Declaration
public bool IsTileCompatible()
Returns
Implements