Unreal Engine implementation of the fake volumetric glow / flare effect from Doom 3 (FlareDeform).
Unreal Engine implementation of the fake volumetric glow / flare effect from Doom 3 (FlareDeform).
Following the original implementation and an article by Tim Sabo.
This is a pretty cheap way to fake bloom for a single quad. Doesn't require MobileHDR
, any post processing or fancy materials. This is done by deforming a procedural mesh each frame, drawn with a simple additive or translucent material. Might come in handy for the retro look, low-end mobile devices or for mobile VR.
Tested on UE 4.27.2 with Oculus Quest 2, should work with other engine versions and devices without too much trouble.
Sample project with additional examples: https://github.com/hollowdilnik/GlowingQuadExamples
Refer to the GlowShowcase map in the plugin content folder for examples.
There is now a vertex shader implementation of this technique (see the blog post for details).
It requires a special kind of mesh that has specific data baked into it.
Use /ShaderGlow/SM_GlowingRectangle
for a rectangular glow, or a static mesh generated by /ShaderGlow/BP_GlowMeshMaker
for any convex planar shape.
To make a custom mesh, define the shape using the spline in an instance of /ShaderGlow/BP_GlowMeshMaker
, select its procedural mesh and click on Create StaticMesh
.
The resulting mesh can then be placed in the world or used in instanced static mesh components.
You can put hundreds, if not thousands, glowing meshes in a hierarchical instanced static mesh and enjoy both instancing and culling!
Some additional points to keep in mind: