Class Bloom
A volume component that holds settings for the Bloom effect.
Inherited Members
Namespace: UnityEngine.Rendering.Universal
Assembly: Unity.RenderPipelines.Universal.Runtime.dll
Syntax
[Serializable]
[VolumeComponentMenuForRenderPipeline("Post-processing/Bloom", new Type[] { typeof(UniversalRenderPipeline) })]
public sealed class Bloom : VolumeComponent, IApplyRevertPropertyContextMenuItemProvider, IPostProcessComponent
Fields
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.
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
Type | Description |
---|---|
MinFloatParameter |
dirtIntensity
Controls the strength of the lens dirt.
Declaration
[Tooltip("Amount of dirtiness.")]
public MinFloatParameter dirtIntensity
Field Value
Type | Description |
---|---|
MinFloatParameter |
dirtTexture
Specifies a Texture to add smudges or dust to the bloom effect.
Declaration
[Header("Lens Dirt")]
[Tooltip("Dirtiness texture to add smudges or dust to the bloom effect.")]
public TextureParameter dirtTexture
Field Value
Type | Description |
---|---|
TextureParameter |
downscale
Controls the starting resolution that this effect begins processing.
Declaration
[Tooltip("The starting resolution that this effect begins processing.")]
public DownscaleParameter downscale
Field Value
Type | Description |
---|---|
DownscaleParameter |
highQualityFiltering
Controls whether to use bicubic sampling instead of bilinear sampling for the upsampling passes. This is slightly more expensive but helps getting smoother visuals.
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
Type | Description |
---|---|
BoolParameter |
intensity
Controls the strength of the bloom filter.
Declaration
[Tooltip("Strength of the bloom filter.")]
public MinFloatParameter intensity
Field Value
Type | Description |
---|---|
MinFloatParameter |
maxIterations
Controls the maximum number of iterations in the effect processing sequence.
Declaration
[Tooltip("The maximum number of iterations in the effect processing sequence.")]
public ClampedIntParameter maxIterations
Field Value
Type | Description |
---|---|
ClampedIntParameter |
scatter
Controls the extent of the veiling effect.
Declaration
[Tooltip("Set the radius of the bloom effect.")]
public ClampedFloatParameter scatter
Field Value
Type | Description |
---|---|
ClampedFloatParameter |
threshold
Set the level of brightness to filter out pixels under this level. This value is expressed in gamma-space. A value above 0 will disregard energy conservation rules.
Declaration
[Header("Bloom")]
[Tooltip("Filters out pixels under this level of brightness. Value is in gamma-space.")]
public MinFloatParameter threshold
Field Value
Type | Description |
---|---|
MinFloatParameter |
tint
Specifies the tint of the bloom filter.
Declaration
[Tooltip("Use the color picker to select a color for the Bloom effect to tint to.")]
public ColorParameter tint
Field Value
Type | Description |
---|---|
ColorParameter |
Methods
IsActive()
Tells if the post process needs to be rendered or not.
Declaration
public bool IsActive()
Returns
Type | Description |
---|---|
bool | True if the component is active, otherwise false. |
IsTileCompatible()
Tells if the post process can run the effect on-tile or if it needs a full pass.
Declaration
public bool IsTileCompatible()
Returns
Type | Description |
---|---|
bool | True if it can run on-tile, otherwise false. |