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rolling/flickering bloom using Post processing stack.

Discussion in 'Image Effects' started by cunglancer, May 6, 2017.

  1. cunglancer

    cunglancer

    Joined:
    Oct 24, 2012
    Posts:
    2
    I have been doing some extensive experimentation with this, but a cant get rid of the very distracting rolling/flickering bloom.
    It also appears even on flat undistorted geometry as the camera pans or moves across it,So its nor due to the surface changing or even the fault of glancing angles to the light.
    Any thoughts or solutions out there?

    cheers.
     
  2. GoGoGadget

    GoGoGadget

    Joined:
    Sep 23, 2013
    Posts:
    864
    Unity's current PostFX stack lacks some simple anti-flicker methods used in bloom, essentially they just assume everyone will be using TAA.

    There are a bunch of things they could do to their bloom to make it more stable (even as different compilation options so users have the choice, like PRISM and other PostFX stacks do):
    -Stability-focused downsample/upsample
    -Cheap lerp between previous and current frame bloom textures (perfect for mobile/low end PC)
    -Larger median filter
    -Complex and more expensive, but a custom motion-based temporal stability buffer