Let materials glow.
The material’s built-in emissive property becomes a named MRT
attachment, giving BloomNode a physically meaningful glow input.
Preparing the emissive material path, MRT attachment, and bloom graph…
- backend
- —
- architecture
- —
- view
- —
- emissive objects
- —
- attachment
- —
- frame ms
- —
The authored material policy sends only emissive surfaces into the named attachment; click a shape to edit its material emission manually.
beauty
vec4(emissive, alpha)
UnsignedByteType
strength 2.50
0.50×
graph 0
The scene pass writes the standard material’s emissive property to a named MRT attachment; BloomNode processes that attachment independently of beauty.
The official example uses vec4(emissive, output.a), normal blending for the emissive attachment, and UnsignedByteType to reduce bandwidth.
Derived from the official emissive bloom example, BloomNode, NodeMaterial, and MRTNode docs. Use ?forceWebGL=1 to inspect the direct WebGL2 fallback.
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