Project Offset Crowd Test

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Really?



Looking at this image from their tech page, the Elf's sword is glowing brightly, but the bright blue sky beyond the window is showing almost no bloom at all, and the white sky on the left showing very little also.

The sword and white sky are all white pixels, yet the sword glows much more than the sky, suggesting some process other than a regular postprocess bloom taking place.

Therefore, if they are using the texture's specular channel to effect this glow, then it sounds like a reasonable description to call it specular bloom.

On the other hand, if it's some form of faked glow effect such as you would use a halo sprite around a light to effect a glow, then specular bloom is probably not the right term.

Also, to quote directly from the website -
Post processing notable features:
Post processing can be set up in the C++ code by "chaining" together passes. Any pass can be used as the input to another pass, allowing for elaborate effects
Post processing shaders can be created in the node based shader editor, just like any other shade


Sounds like you can setup the post process effects to take in account more than just the rendered scene - any pass it says - so the specular pass could be used as the input for the post-process effect.