Hello! I am doing an iOS application on the Unity engine.
I'm trying to rewrite my shader so that the material using it gives the Bloom (Glow) effect (about the same as the Halo component).
An example of how it should look like:
I searched on the Internet but did not find anything working or suitable for solving my problem.
Shader Code:
Shader "Unlit" { Properties { _MainTex("Base (RGB) Trans (A)", 2D) = "white" {} _Color("Main Color", Color) = (1, 1, 1, 1) } SubShader { Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } LOD 100 Cull off ZWrite on Blend SrcAlpha OneMinusSrcAlpha Pass { Lighting Off SetTexture[_MainTex] { constantColor[_Color] Combine texture * constant, texture * constant } } } }