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Question by LukasKiefer · Aug 30, 2018 at 02:54 PM · shaderrenderingshaderspost processing

Fake Volumetrics via custom bloom

Hi Guys,

I am trying to implement a solution to have cheap fake volumetrics as seen in this talk from Unite2018: https://youtu.be/o808hcH3zEc?t=11m39s

The slide about volmetric FX sais:

• After bright parts extraction pass (thresholding) in Bloom FX (before downsampling and blaring), we render special geometry layer into that buffer. Geometry in this represents shapes of volumetric objects (cones, ... (can be anything))

• Geometry in this layer is NOT rendered to main render target during scene rendering !

• After we have adjusted contents of bright pass render target, Bloom FX proceeds as usual (downsample -> blur -> add)

• That's all ! © (easy)

I also found a tutorial on custom bloom here: https://catlikecoding.com/unity/tutorials/advanced-rendering/bloom/

I understand the theory behind it but am not experienced enough in writing shaders.

I searched only and could not really find anything about it, maybe this technique is not popular enough.

How can i write a shader that is only injected into this "bright parts extraction pass" and nowhere else, but still having other geometry occluding those?

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