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Fake Bloom for Mobile & VR UE4 - (GDXR)

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I want this!

Fake Bloom for Mobile & VR UE4 - (GDXR)

£10
2 ratings

Unreal Engine 4.27 - Download the project file and copy the contents folder to your project or open the .uproject and migrate the Bloom folder to your current project.

Mobile VR Fake Bloom is constructed using a scene component that can be applied to any actor/mesh.

Simply add a point light to the scene component as a child and then modify it's setting. Completely procedural, running directly from one dynamic master material you can choose to use Linear colour Gradients along side mask textures. Fade the bloom using distance to camera for a more natural look or even use and actual Convolution bloom texture for added realism. The scene component also uses the point light or spotlight colour to also control the bloom colour.

The Fake bloom works on both static and movable objects as well as blinking lights.

Documentation:


Discord: https://discord.gg/9FxK6vFV52

Email: Jonathan.Bardwell@gdxr.co.uk


If you'd like to try it out on your Oculus Quest 2 you can find the demo level and APK here:

shorturl.at/oCFQ8


Features:

  •  One scene component used to create the visual look of bloom without the need for post processing volumes or mobile HDR.
  • Works with Static, Stationary and Movable objects.
  • Contains 4 gradient types to offer style control.
  • Use Custom masks to control bloom shape.
  • Use Linear Colour Gradients to make custom bloom effects (Great for stylised lighting).
  • Control over bloom X and Y size (Great for sci-fi effects).
  • Option to fades based on distance to the players camera.
  • Contains one demo level scene with 7 examples 5 stationary and 2 movable (APK example project for Quest 2 Linked bellow).
  • Does use translucent material however it can be changed to masked with a hit to over all quality.


How to use:

Attach SC_FakeBloom component to your mesh as a child. Then make sure to add either a point or point light to the SC_FakeBloom component as a child. This let's the scene component access the lights colour information if that's what you want to use as the colour type. To modify the bloom effect, select the SC_FakeBloom and make sure the Light Type matches the child light type, from here you can start modifying and changing your bloom to match the effect you want.

Can only be viewed when simulating the scene, due to the scene component having to spawn in the bloom actor. (Still looking to improve this in future updates).

Technical infomation

Number of Blueprints: 3

  • Spot Light bloom (Required for bloom effect)
  • Blinking light example blueprint
  • Moving Light Example Blueprint

Number of Scene Components: 1

Number of Materials: 2

  • Bloom master material (Unlit, Translucent, 169 instructions | Set blending mode to additive for 166 Instructions)
  • Emissive material for the demo level light source

Number of Meshes (Geometry): 1

  • One mesh, 6 tries, 12 vertices - used to display the bloom image

Number of Textures: 5

  • 4 - 128x128 pixels (masks used for different bloom effects)
  • 1 - 256 x 256 pixels (used for the convolution Bloom Texture example)


Network Replicated: (Not Tested)


Supported Development Platforms:

Windows: (Yes)

Oculus Quest 1 and 2: (Yes)

Google Pixel 4XL: (Yes)

Vive Focus 3: (Yes)

Forward Rendering: (Yes)

Requires Post Processing: (No)

Requires Mobile HDR: (NO)

I want this!
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One Unreal Engine 4 project with all necessary files.

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43.6 MB
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