Hello all, I was wondering if ASE would be the right way to go about adding a glow effect to portions of an object? Shaders/materials are not my strong suit, so apologies if I'm not asking something correctly here. I'm just hoping to be sent on a correct path for this.
What we need:
We need to be able to have parts of a mesh glow and "bloom over" on various gameobjects in our levels. An example would be wanting to have the blue rune symbol in the stone block below glow, but the rest of the object (the grey stone area) not glowing. Right now we have a shader with an emissive mask on it that allows us to make it bright and also change the color and intensity of the emission. Ultimately we would like to also have it glow as well as be emissive.
Simulated effect (note the glow "bleeds" off the surface):
Our goals:
1. A system that will be compatible across multiple platforms and performs well across a range of hardware specs (nice-to-have if it scales down to mobile devices, but not critical).
2. Allows us to individually control the glow intensity and color at runtime based on game events for different gameobjects in the scene.
3. Allows us to have many gameobjects with glow in the scene (say up to 50 instances of various gameobjects with glowing parts).
4. Plays well with alpha-ed materials that may be in front of/behind the glow (such as particle effects) so things sort correctly.[/list]
Thank you in advance for any ASE examples, recommendations and help anyone may have. If ASE is not the way to approach this and you have another technology that would work (or know of one), please let us know. We did just check out Amplify Bloom, but it looks like that is not meant for glowing parts of objects and is a full screen effect?
Best,
Scott Blinn
Greyborn Studios
Luna and the Moonling