AAA Status — Using Post Processing to Enhance Visuals

Jack Leavey
2 min readJun 7, 2022

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In my previous article I set up post processing for the project. Let’s take a look at the current, pre-post processing visuals one last time.

It’s serviceable, but we can improve on it!

I also mentioned two specific edits to post processing; Bloom and Color Grading. Let’s take a look at them and see the difference they can make.

The Bloom effect creates fringes of light extending from the borders of bright areas in an image.

Bloom is based on a real world phenomenon that makes lights appear to “bleed” into darker areas. Bloom is very powerful, use it sparingly!

Bloom can quickly become overwhelming.

You can also give the bloom some color variation if you want the light coming off of it to appear different that the texture it is rising from.

It may make sense for your game to have different bloom colors.

Let’s move on to Color Grading:

Color grading is editing a color filter that is applied over the entire game. This can be something as simple as a slight tinge of blue for night time scenes, to more complex filters.

An easy starting switch is the Mode checkbox. Try the 3 presets, then try custom and make your own!

ACES mode tones down brightness and brings everything closer in visibility.

Let’s do a side-by-side of the pre-post processing and the finished result!

The most notable differences are to the explosions and thrusters!

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Jack Leavey
Jack Leavey

Written by Jack Leavey

I am a software engineer with years of experience branching into game development, specifically in Unity. Follow along for guides on creating game mechanics!

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