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1.0.0:bloom [2023/02/23 13:54] – created admin | 1.0.0:bloom [2023/02/23 14:03] (current) – admin | ||
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{{: | {{: | ||
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+ | You can activate bloom and configure the range of blurring by changing the EmissiveBlur property in the TGorillaViewport instance. | ||
+ | |||
+ | __NOTICE:__ Larger values meaning more expensive computation, | ||
<file pascal> | <file pascal> | ||
// Allowed values are between 0 and 15. | // Allowed values are between 0 and 15. | ||
GorillaViewport1.EmissiveBlur := 3 | GorillaViewport1.EmissiveBlur := 3 | ||
+ | </ | ||
+ | |||
+ | Bloom rendering is only available for 3D objects with DefaultMaterials applied. | ||
+ | In those materials the emissive color property need to be set. | ||
+ | |||
+ | To set up emissive color correctly, you have to understand how the shader handles it. | ||
+ | |||
+ | {{: | ||
+ | |||
+ | The " | ||
+ | |||
+ | Of course you can set / manipulate this at runtime with immediate render update. | ||
+ | |||
+ | <file pascal> | ||
+ | // creating a green halo with medium intensity | ||
+ | GorillaBlinnMaterialSource1.EmissiveF := TAlphaColorF.Create(0, | ||
</ | </ |