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Unityframework~10 mins

Bloom and color grading in Unity - Step-by-Step Execution

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Concept Flow - Bloom and color grading
Start: Render Scene
Extract Bright Areas
Apply Blur to Bright Areas
Combine Blurred Bright Areas with Original Scene
Apply Color Grading Adjustments
Output Final Image
The rendering process extracts bright parts, blurs them to create bloom, then combines with the original image, and finally applies color grading to adjust colors.
Execution Sample
Unity
using UnityEngine;
using UnityEngine.Rendering.PostProcessing;

public class BloomColorGradingExample : MonoBehaviour {
    public PostProcessVolume volume;
    void Start() {
        var bloom = volume.profile.GetSetting<Bloom>();
        bloom.intensity.value = 5f;
        var colorGrading = volume.profile.GetSetting<ColorGrading>();
        colorGrading.saturation.value = -20f;
    }
}
This code sets bloom intensity and reduces color saturation using Unity's PostProcessing stack.
Execution Table
StepActionParameter ChangedValueEffect
1Start rendering scene--Scene rendered normally
2Extract bright areasThresholdDefaultBright parts isolated
3Apply blur to bright areasBlur amountDefaultBright areas blurred for glow
4Combine blurred bright areas with originalIntensity5Strong bloom glow added
5Apply color gradingSaturation-20Colors become less vibrant
6Output final image--Image with bloom and color grading shown
💡 Rendering completes with bloom and color grading applied to the final image.
Variable Tracker
VariableStartAfter Step 4After Step 5Final
bloom.intensity.valueDefault (1)555
colorGrading.saturation.valueDefault (0)0-20-20
Key Moments - 2 Insights
Why does increasing bloom intensity make bright areas glow more?
Because in step 4 of the execution_table, the blurred bright areas are combined with the original image multiplied by the bloom intensity value, so higher intensity means stronger glow.
Why does reducing saturation in color grading make colors look dull?
As shown in step 5, lowering saturation reduces the vividness of colors, making them appear less vibrant and more grayish.
Visual Quiz - 3 Questions
Test your understanding
Look at the execution_table, what is the bloom intensity value after step 4?
A5
B1
C0
D-20
💡 Hint
Check the 'Parameter Changed' and 'Value' columns at step 4 in execution_table.
At which step is color saturation changed?
AStep 2
BStep 4
CStep 5
DStep 6
💡 Hint
Look for 'Apply color grading' action in execution_table.
If bloom intensity was set to 0, what would happen to the final image?
AColors would be more saturated
BNo bloom glow would appear
CBright areas would be more blurred
DImage would be black and white
💡 Hint
Refer to variable_tracker and execution_table step 4 about bloom intensity effect.
Concept Snapshot
Bloom adds glow by blurring bright parts and mixing them back.
Color grading adjusts colors like saturation and contrast.
In Unity, use PostProcessVolume to set bloom intensity and color grading.
Higher bloom intensity means stronger glow.
Lower saturation makes colors duller.
These effects combine to enhance scene visuals.
Full Transcript
This visual execution trace shows how bloom and color grading work in Unity's rendering pipeline. First, the scene is rendered normally. Then bright areas are extracted and blurred to create a glow effect called bloom. This blurred glow is combined with the original image, controlled by bloom intensity. Next, color grading adjusts the image colors, for example by reducing saturation to make colors less vibrant. The final image shows the combined effect of bloom and color grading. Variables like bloom intensity and color grading saturation change step-by-step, affecting the final look. Understanding these steps helps beginners see how visual effects enhance game graphics.