The first entry in a weekly shader series I’m starting is on Emissive Materials, or essentially, applying a selective bloom over a scene. The effect is simple and easy to plug into any rendering pipeline given a bit of flexibility. Click below to check it out.

rtroe's avatarVirtex Edge Design

Selective Bloom, Emissive Glow, Fake HDR, there’s a number of ways to call this, but with Metric Racer being a scifi racing game, there was a need to make it look, well, scifi-ish. What that meant was a lot of sharp corners, chamfered structures and a lot of bright neon colours that pop from the screen. To achieve this, I was able to quickly modify a few shaders to get this result. You can see below the final result.

Metric uses the, Vertices Engine which uses a deferred rendering pipeline for it’s 3D graphics. The first pass involves drawing to 4 render targets at the same time, a high precision Depth Map, Normal Map, Distortion Map, and a Surface Data Map. This last map holds the specular data, along with shadow factor and the value for an emissive map. It’s this value from the emissive map that we’re interested in.

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