r/Unity2D 1d ago

Question/Help HDR Bloom on Visual Element

I recently upgraded my game to unity 6.5 due to the ability to add materials to Visual elements in the UI tool kit. I wanted to make some of my ui elements glow using a material that multiplies the element by an hdr color. This is how I’ve gotten all my other game objects to glow. However, after much trial and error with various shader graphs, I can’t seem to get the bloom to work for an HDR color. From doing some reading, I have found that bloom might not be possible due to how the UI in the UItoolkit is rendered. Has anyone been able to get this to work? If so could you share how you did it?

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u/willmaybewont 1d ago

I don't use UI toolkit but I imagine the issue is the same. Your canvas render mode is likely screen space overlay? It likely bypasses the bloom you've got enabled. You can switch the canvas to something else and get bloom enabled, but you'll have to fiddle with the UI a bit to get it back to normal. I tried this and found that although I got bloom working, I ended up with very slight jitter on the UI when the camera moved & I couldn't find a fix for it that worked perfectly. But I'm not using UI toolkit, so that may be different.

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u/sierra_whiskey1 1d ago

I think what you’re describing is about the same. I’m tempted to just redo the visual elements at game objects to work with my normal glow shader but that would require a lot of refactoring

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u/willmaybewont 1d ago

You can fake glow, sort of, by adding padding to images or text & making a shader or something that utilises that padding with brighter colours fading to dark. This isn't a great example but that's what this text is doing.

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u/sierra_whiskey1 18h ago

That’s actually how I achieve it now with the glow baked into the texture, but it’s clunky and I’d prefer it to be actual glow