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Question by Mika_Joel · Nov 23, 2017 at 06:50 PM · c#post processingbloomstackintensity

Post Processing Stack Bloom Intensity C#

Increasing and Decreasing Bloom Intensity

I'm trying to increase and decrease the bloom from 1-10 and back over time. The bloom intensity starts at 1 and I want it to increase up to 10 and then lower back to 1 but it increases over time but carries on past 10.

Here's my code:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.PostProcessing;
 
 public class CamMovement : MonoBehaviour {
 
     public PostProcessingProfile profile;
 
     void Start(){
         BloomModel.Settings bloomSettings = profile.bloom.settings;
         bloomSettings.bloom.intensity = 1;
     }
 
     void Update(){
         BloomModel.Settings bloomSettings = profile.bloom.settings;
 
         if (bloomSettings.bloom.intensity >= 10) {
             bloomSettings.bloom.intensity = (bloomSettings.bloom.intensity - 0.5f) * Time.time;
         } 
         if (bloomSettings.bloom.intensity <= 1) {
             bloomSettings.bloom.intensity = (bloomSettings.bloom.intensity + 0.5f) * Time.time;
         } 
 
         Debug.Log ("Bloom Intensity: " + bloomSettings.bloom.intensity);
         profile.bloom.settings = bloomSettings;
     }    
 }
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Answer by Iarus · Nov 23, 2017 at 07:33 PM

Time.time is the time since you started the game, so if your script execute for the first time 10 minutes after the game starts (ie: you spend lots of time in the main menu), the bloom strength will go from 1 to (1 + 0.5) 600 => 900 This is outside of your desired range of [1 - 10]. On your next frame (900 - 0.5) 600.1 => 539789.95. You'll probably break max float after less than a second.

Try this:

 public class CamMovement : MonoBehaviour {
  
      public PostProcessingProfile profile;
      public float bloomSpeed = 0.5f;
      private float direction = 1;
  
      void Start(){
          BloomModel.Settings bloomSettings = profile.bloom.settings;
          bloomSettings.bloom.intensity = 1;
      }
  
      void Update(){
          BloomModel.Settings bloomSettings = profile.bloom.settings;

          bloomSettings.bloom.intensity += direction * bloomSpeed * Time.deltaTime;

          if (bloomSettings.bloom.intensity >= 10) {
              direction = -1;
          } 
          else if (bloomSettings.bloom.intensity <= 1) {
              direction = 1;
          } 
  
          Debug.Log ("Bloom Intensity: " + bloomSettings.bloom.intensity);
          profile.bloom.settings = bloomSettings;
      }    
  }


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Answer by Mika_Joel · Nov 23, 2017 at 08:01 PM

Thanks a lot, @Iarus! This works well for my game :)

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