THANK YOU!!!! I've tried another tutorial and I had to watch 2 long videos about really complicated stuff, but your video explained it easily and short! This kind of light is really important for my game, glad I found this video!
That was a quite clear and easy tutorial. Thanks. I can see many people over using this effect though. But it will be good for lights and game effects.
Yo this was an awesome tutorial! Exactly what I was looking for, however, is there anyway to apply it to just one object? I tried adding the PP layer to my object but it didnt do anything
I FIGURED IIT OOUUUT! all you have to do is go to the material and select the shader icon on the top of its menu, then go down the list to legacy shader, then there is a bunch of different effects! im sending this message to everyone who asked this question, i hope this helps!
I FIGURED IIT OOUUUT! all you have to do is go to the material and select the shader icon on the top of its menu, then go down the list to legacy shader, then there is a bunch of different effects! im sending this message to everyone who asked this question, i hope this helps!
@noobieq3132 oof, this was a while ago I don't really remember what I was saying lol 😅 but I think there was a certain effect that was called self illuminated or something. You may have to just experiment with the tab like I did. I'll probably go on unity later today, and if I figure it out I'll inform you. 😁👍
how do you add an exception or whitelist to the objects that should get the glows? edit : i dont think you can. I only know to do Exception with double camera. source : Tarodev
yeap, i was looking for that too. I set some objects to the "post processing layer" but the bloom also applies to the ones who are set in other layers :/
I FIGURED IIT OOUUUT! all you have to do is go to the material and select the shader icon on the top of its menu, then go down the list to legacy shader, then there is a bunch of different effects! im sending this message to everyone who asked this question, i hope this helps!
I want to make text and other objects glow with different colors. Do I have to add them within the new empty group separately or attach the pp profile to each one. I am building a VRChat world that requires mood lighting and neon signs.
I FIGURED IIT OOUUUT! all you have to do is go to the material and select the shader icon on the top of its menu, then go down the list to legacy shader, then there is a bunch of different effects! im sending this message to everyone who asked this question, i hope this helps!
I followed every step of this tutorial However for some reason bloom affects not only PP layer but all of them even though I carefully replicated all the settings and each step
great video this made it so easier to make objects have that neat glow effect. just asking how do you do it with text and buttons? I tried the same method and it didn't seem to work
Thanks for the clear guide. However, when I edit the PP Volume intensity, it affects everything in my scene, be it planes, cubes, spheres or the ground. I even set them to different layer each and they still behave the same... Have you experienced any of that, sir ? If yes, how do you solve it ?
It's because we have attached that pp profile to Main camera , so whatever is in visible gets this bloom effect, don't know what the solution is though... 😅😅
This tutorial is misleading and not the proper way of doing it. First lower the bloom intensity so it doesnt affect everything in your scene Then enable HDR for your project. Now you select the object you want to glow and change the material color intensity to be over 100%. Voila now only certain objects are glowing and not everything.
@@realmasterkush Thanks for this comment. I couldn't figure out why I wasn't seeing any change. There are a few things missing from the tutorial and you comment helped me figure out how to get it to work in my editor. Thanks
I FIGURED IIT OOUUUT! all you have to do is go to the material and select the shader icon on the top of its menu, then go down the list to legacy shader, then there is a bunch of different effects! im sending this message to everyone who asked this question, i hope this helps!
Why when I change the scene in play mode the blom is deactivated in post processing in Unity? Let me explain, I made a scene with a menu and when I click the play button and it changes to the game scene, the bloom is deactivated. Could you help me please?
I can't see how once you've set everything up you then actually apply the bloom glow to an object in your project? I see the square in the hierarchy but how is that set to glow?
If I create an object in Blender that has different materials on certain areas of a single mesh, will I be able to assign an emissive material to parts of the game object, or can I only have one material for the whole game object after I import from Unity?
Is it possible to do this to a Super Nintendo emulator, or any kind of emulators? Because I have seen a walkthrough of the classic games, where the user has been adding glowing lightning effect which is not present in the original game.
I FIGURED IIT OOUUUT! all you have to do is go to the material and select the shader icon on the top of its menu, then go down the list to legacy shader, then there is a bunch of different effects! im sending this message to everyone who asked this question, i hope this helps!
EDIT: If you are using URP, the instructions provided absolutely will not work, and you should make note of that in your video and possibly give the correct instructions for URP in this video or another video this one links to. Original Comment: Played around with this following the steps exactly, and it just will not work. So frustrating. Adjusting bloom has no effect. Only difference is I didn't import a sprite and instead created an object and added the square texture. That shouldn't make a difference right? It is identical in the inspector to yours.
So instead for anyone else using URP: Do not add the post process package. Delete it if you installed it. Do not create any PPvolume or any of that. Instead create a new empty gameobject and add "volume" component to it. In the profile box of the volume component click "new" and Add Override, then select your effects and modify them and you should see the effects on your game objects. Then you can create additional cameras as children of the original main camera, as overlays. Set the overlay camera as a stack of the main camera in the main camera inspector. Have 2 layers, one for no post processing and one for post processing. Then you can set the culling between the cameras for what each one is rendering, so you can have some objects have pp effects, while others wont.
i dont think the result is nearly the same as the example in the beginning. in line rider or however the game is called its neon glowing yes. but putting post processing and bloom makes the whole display bloom. thats way to much...its absolutely not the same in my opinion. its just a cheap trick and copy&paste video from others that do the same cheap trick...but its not THE real answer
This is not making certain objects emit light or glow. It's just a foggy/smearing of the colors of everything..... it doesn't look cool and professional. It's not a neon light or light sabre glow effect. Because all the objects in the scene has the effect on it. This effect only works if you have very few objects on a plain black background. Any other types of scene it doesn't look "neon" or "glow" in any way, it just looks bad.
Rumor has it liking this video enhances your PP Profile...
how did you keep saying "PP Profile" without even chuckling once? You are either a pro or a psychopath. LMAO It got me every time
pp profile
My PP's is enhancing as we speak!!!
dude but how to make UI glow?
@@seiitkhanotegali7734 I think by using 3d text?
never notices it before but i just slide the intensity to 11 and *boom* i was subscribed
THAT SUB REMINDER AT THE END WAS LEGENDARY.... DID MY PART ;))) NOTIS ON
THANK YOU!!!!
I've tried another tutorial and I had to watch 2 long videos about really complicated stuff, but your video explained it easily and short!
This kind of light is really important for my game, glad I found this video!
BMO makes my heart glow 💗
its all thanks to the pp profile
Damn, just clicked through the video to see if it is what I'm looking for and boom, the end was so intense that I subscribed. Thanks!
You the best
Just what I was searching! Thanks man
nice!
Bro... the intensity really made me subscribe! XD i love this video. Keep up the good work my friend
That was a quite clear and easy tutorial. Thanks.
I can see many people over using this effect though. But it will be good for lights and game effects.
Yeah definitely lol, everything in moderation. thanks for the kind words
Subscribing because the bloom got so intense that it told me to subscribe. Well played
you got some great videos....thanks a lot was really helpful
thanks dog!
My dude said PP Profile without even chuckling. Also, great video! Thank you for this. Absolute legend.
What if I wanna do it on certain objects only?
I WAS SEARCHING FOR THIS TY
AND AGAINE TY
Bro you earned my subscription with that legendary ending
Should have mentioned emissive textures as well! They're very easy to do.
Thanks for this. All the other tutorials always involved creating a new material and new object which didn't help me unfortunately but this did!
Didn't see that coming. Well deserved sub.
You earned a new sub, thank you!
Good tutorial, and the latest part made me chuckle a little bit. Suscribed!
Thanks!
LOL fantastic closing 👏
haha! thx! liked and subscribed!
💘
BROO U HELPED ME A LOT
I JUST SUBBED.. THXXXX
Thanks bruv
Thanks for the great quick tutorial
Yo this was an awesome tutorial! Exactly what I was looking for, however, is there anyway to apply it to just one object? I tried adding the PP layer to my object but it didnt do anything
Yeah same for me. Have you been able to solve the issue?
@@Rob3445 no have you
hey its been a year since you made this comment, have you figured it out?
@@Rob3445 have you figured the problem out yet?
I FIGURED IIT OOUUUT! all you have to do is go to the material and select the shader icon on the top of its menu, then go down the list to legacy shader, then there is a bunch of different effects! im sending this message to everyone who asked this question, i hope this helps!
Any way to make the bloom work only on certain objects and not on everything?
I FIGURED IIT OOUUUT! all you have to do is go to the material and select the shader icon on the top of its menu, then go down the list to legacy shader, then there is a bunch of different effects! im sending this message to everyone who asked this question, i hope this helps!
@@macadamion- Sorry bro i dont understand can you help me
@noobieq3132 oof, this was a while ago I don't really remember what I was saying lol 😅 but I think there was a certain effect that was called self illuminated or something. You may have to just experiment with the tab like I did. I'll probably go on unity later today, and if I figure it out I'll inform you. 😁👍
How do you add the same bloom glow to the UI text? 0:02 your arrows glow but the text doesn't
Great video ever
Appreciate ya 🙏
Amazing! Thank you)
🙏
how do you add an exception or whitelist to the objects that should get the glows?
edit : i dont think you can. I only know to do Exception with double camera. source : Tarodev
yeap, i was looking for that too. I set some objects to the "post processing layer" but the bloom also applies to the ones who are set in other layers :/
hi will you do tool tips on mousehover? thanks for the tutorials.
Sure, I could do that
I got you - th-cam.com/video/y2N_J391ptg/w-d-xo.html
THANK YOU!
What if I just want certain objects to glow?
you must disable global tick
@@abikfundos1174 does not do anything.
@@abikfundos1174 this disables all bloom, the object you want to bloom has no bloom anymore as well
I FIGURED IIT OOUUUT! all you have to do is go to the material and select the shader icon on the top of its menu, then go down the list to legacy shader, then there is a bunch of different effects! im sending this message to everyone who asked this question, i hope this helps!
I want to make text and other objects glow with different colors. Do I have to add them within the new empty group separately or attach the pp profile to each one. I am building a VRChat world that requires mood lighting and neon signs.
I FIGURED IIT OOUUUT! all you have to do is go to the material and select the shader icon on the top of its menu, then go down the list to legacy shader, then there is a bunch of different effects! im sending this message to everyone who asked this question, i hope this helps!
I followed every step of this tutorial
However for some reason bloom affects not only PP layer but all of them even though I carefully replicated all the settings and each step
Same
I’ve watched this video multiple times, not because I didn’t understand(I did cuz good instructions), it’s because it’s really good content :D
great video this made it so easier to make objects have that neat glow effect. just asking how do you do it with text and buttons? I tried the same method and it didn't seem to work
Thanks for the clear guide. However, when I edit the PP Volume intensity, it affects everything in my scene, be it planes, cubes, spheres or the ground. I even set them to different layer each and they still behave the same...
Have you experienced any of that, sir ? If yes, how do you solve it ?
It's because we have attached that pp profile to Main camera , so whatever is in visible gets this bloom effect, don't know what the solution is though... 😅😅
This tutorial is misleading and not the proper way of doing it.
First lower the bloom intensity so it doesnt affect everything in your scene
Then enable HDR for your project.
Now you select the object you want to glow and change the material color intensity to be over 100%.
Voila now only certain objects are glowing and not everything.
@@realmasterkush Thanks for this comment. I couldn't figure out why I wasn't seeing any change.
There are a few things missing from the tutorial and you comment helped me figure out how to get it to work in my editor.
Thanks
@@realmasterkush how do you enable hdr
I FIGURED IIT OOUUUT! all you have to do is go to the material and select the shader icon on the top of its menu, then go down the list to legacy shader, then there is a bunch of different effects! im sending this message to everyone who asked this question, i hope this helps!
haha you got me at the end there am subscription is yours
Great video. If youtube still had dislikes, this video wouldn't have many !
hi, the objects are glowing in the scene but not in the ingame. How do I fix this?
Thank you!!
Why when I change the scene in play mode the blom is deactivated in post processing in Unity?
Let me explain, I made a scene with a menu and when I click the play button and it changes to the game scene, the bloom is deactivated.
Could you help me please?
I can't see how once you've set everything up you then actually apply the bloom glow to an object in your project? I see the square in the hierarchy but how is that set to glow?
which game you used in 00:00 and 00:10
I love it!
If I create an object in Blender that has different materials on certain areas of a single mesh, will I be able to assign an emissive material to parts of the game object, or can I only have one material for the whole game object after I import from Unity?
Thanks :)
hey i can seem to find it but if says i can download from a https wondered if there is a link to the post process
Is it possible to do this to a Super Nintendo emulator, or any kind of emulators?
Because I have seen a walkthrough of the classic games, where the user has been adding glowing lightning effect which is not present in the original game.
i am not the one whose post processing dont work?
my ppvolume is getting heavy
now thats what I like to hear
thanks!
I'm using URP , can I use PP in that?
how to add to only 1 material for example? cuz this makes all my scene radioactive...
I tied increasing the intensity but it didnt bring the subscribe button hahahaha
Good, fancs.
Sorry, I don't speak English, I'm Russian.
All good! Thanks 🙏
Im confused, i see you just used the sprites-default material on your sprites, but i am not getting the same results that you are.
It is not selective, per object bloom. It affects all objects despite the select layer and stuff, how do you have one object glow?
That last part 💯😅
Can i do this in Unity 2019 ?
not working
haha i just subscribred beacuse i've reached that point lmao
🙏
В твоём видео есть один минус это то что оно заканчивается).
i love u dude
Can I add Bloom effect to just one object?
I FIGURED IIT OOUUUT! all you have to do is go to the material and select the shader icon on the top of its menu, then go down the list to legacy shader, then there is a bunch of different effects! im sending this message to everyone who asked this question, i hope this helps!
Can i add just one object
i like you very good :>
Which game you used in intro?
Which one, theres a few I showed
@@BMoDev 00:00 and 00:10
but how to do it only certain one object.......
The sunscribe to my channel part got me 🤣🤣
Perfect
❤️
Does it work with universal render pipeline?
Yes!
@@BMoDev Thank you! I figured out that it's a bit different, but it doesn't change much
it affects my background too blinding me
EDIT: If you are using URP, the instructions provided absolutely will not work, and you should make note of that in your video and possibly give the correct instructions for URP in this video or another video this one links to.
Original Comment: Played around with this following the steps exactly, and it just will not work. So frustrating. Adjusting bloom has no effect. Only difference is I didn't import a sprite and instead created an object and added the square texture. That shouldn't make a difference right? It is identical in the inspector to yours.
So instead for anyone else using URP: Do not add the post process package. Delete it if you installed it. Do not create any PPvolume or any of that. Instead create a new empty gameobject and add "volume" component to it. In the profile box of the volume component click "new" and Add Override, then select your effects and modify them and you should see the effects on your game objects.
Then you can create additional cameras as children of the original main camera, as overlays. Set the overlay camera as a stack of the main camera in the main camera inspector. Have 2 layers, one for no post processing and one for post processing. Then you can set the culling between the cameras for what each one is rendering, so you can have some objects have pp effects, while others wont.
@@JasonEllingsworth Thank you so much. I was going nuts trying to work out why it wasn't working
The PP Profile?💀
Good bait at the end 😄
i dont think the result is nearly the same as the example in the beginning. in line rider or however the game is called its neon glowing yes. but putting post processing and bloom makes the whole display bloom. thats way to much...its absolutely not the same in my opinion. its just a cheap trick and copy&paste video from others that do the same cheap trick...but its not THE real answer
This is not making certain objects emit light or glow. It's just a foggy/smearing of the colors of everything..... it doesn't look cool and professional. It's not a neon light or light sabre glow effect. Because all the objects in the scene has the effect on it. This effect only works if you have very few objects on a plain black background. Any other types of scene it doesn't look "neon" or "glow" in any way, it just looks bad.
didnt work
Where are you having issues
Pikachu use BMo
heheh pp
Just beware, this [post processing] can add a heavy load to mobile games and kill the frame rate on weaker devices.
No te entiendo
Pp
Thank you!