AAA Status — Using Post Processing to Enhance Visuals
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.
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!
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.
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!
Let’s do a side-by-side of the pre-post processing and the finished result!