Files
Bubberstation/code
SmArtKar e82f4c375c Implements colored bloom for emissives (#91456)
## About The Pull Request

Emissive sprites now bloom out a bit (3 pixels, to be specific)


![dreamseeker_R8B30ELsSi](https://github.com/user-attachments/assets/77a9b955-b4ca-4f66-aadb-6ecbf0796244)

![dreamseeker_r6cnRUq7Hp](https://github.com/user-attachments/assets/0fcd0b09-bfe9-4fc8-9c8a-0fa8fbaff61e)

This is done by rendering emissives onto a plate, multiplying them by
unlit game rendering plate to color them, then blooming all non-black
pixels (1 offset, 2 size, so 100/66/33% brightness) on it and rendering
it onto the overlay lighting plane. We use overlay lighting because it
slightly detracts from the static lighting plane, so our emissives color
their surroundings a bit even in fully lit rooms.


![dreamseeker_i3RG3WjEfK](https://github.com/user-attachments/assets/d2a5d91c-b511-45e7-88f1-d25d3f4f3876)

You can make emissives not emit light by setting ``apply_bloom`` to
FALSE in ``emissive_appearance()``. This is done by storing bloom in the
red color channel and converting bloomless emissives to green, then
having both render targets have color matrixes which convert them back
to white.

## Why It's Good For The Game

Fancy visuals, goes hard.

## Changelog
🆑
add: Emissive objects now have a bit of a colored bloom around them.
/🆑
2025-06-08 16:08:13 +00:00
..