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Unity Compute Shader Bloom with Custom Render Pass
Project type
Unity, Shaders
As a way of getting started with compute shaders, I created my own bloom shader, which leverages Unity's scriptable render pipeline and rendering library in C# to pass render targets to and from a compute shader. The blur uses a mixture of box and kawase blur techniques to create a blur effect that is on par with Unity's built in one in terms of performance.
The environment used is a sample environment included with Unity.
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