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Currently, Godot’s Bloom/Glow system uses a simple Gaussian blur for bright pixels.
While efficient, it lacks the cinematic lens flare and star-shaped bloom effects seen in modern AAA games like Forza Horizon, Gran Turismo, and Unreal Engine 5.
Proposal:
Add a new mode in Environment → Glow (or Bloom):
New Mode: “Cinematic Bloom”
Parameters:
Cinematic Bloom: bool — enables advanced bloom mode;
Aperture Shape: Texture2D — defines the shape of the lens (star, cross, streaks, etc.);
Streak Intensity: float — anisotropic light stretch;
Star Sharpness: float — controls shape precision;
Color Aberration: float — subtle chromatic effect for realism.
Implementation idea:
In post-processing (Vulkan):
After the regular bloom pass, perform an additional convolution pass using the user-provided shape mask (kernel_shape).
Combine results via additive blending with the scene.
Optional: integrate with existing glow buffers for better performance.
Example GLSL concept:
Why it matters:
Produces realistic sunlight, reflections, and headlight glares;
Adds a cinematic feel to the camera;
Lightweight compared to full lens simulation;
Ideal for racing, cinematic, and sci-fi scenes;
Could be implemented as an optional shader pass without breaking existing Glow code.
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