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Shader: How to get a greyscale screen texture with the pixels as emissive areas
Hey everyone,
I'm trying to work my way into shaders these days and I've been thinking about a bloom shader as an Image Effect.
I thought: well, I can grab the current frame and a 'mask' with all the areas that emit lights, and then do some math to blur the mask and add a glow where the mask isn't fully black.
The question is: Is it even possible to get a 2D mask (from the whole screen), with white at the fragment where an emission map exists and is emitting, and black where a fragment isn't emitting.
I don't think this is possible, but I'd wanted to check it anyways.
Thanks!
$$anonymous$$aybe using Camera.RenderWithShader and writing a subshader to set the color as the emission?
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