Bloom finds the pixels above a brightness floor, blurs them, and adds the result back over the frame. This creates the glow around bright surfaces such as emissive panels
Controls
| Control | Range | Default | Effect |
|---|---|---|---|
| Bloom Type | Normal / Streak / Star | Normal | A soft halo, anamorphic streaks, or star rays |
| Intensity | 0 – 10 | 0 | How much glow is added back |
| Threshold | 0 – 2 | 0.5 | The brightness floor a pixel must clear to glow |
| Threshold Smoothness | 0 – 1 | 0 | How gradual the transition into glow is |
| Radius | 0 – 6 | 1 | How wide the halo spreads |
| Saturation | −1 – 1 | 0 | How vivid the glow itself is |
| Color | Hex | #ffffff | Colour the glow is tinted with |
| Opacity | 0 – 1 | 1 | How strongly the glow blends with the image |
Intensity defaults to 0, so switching the effect on changes nothing at first — raise it before the glow appears
Bloom is additive, so it only ever brightens. A frame with nothing above the threshold renders identically with the effect on or off
Bloom Type
Normal is the soft halo spreading out from a highlight, and the setting you want most of the time
Streak simulates the long flare of an anamorphic lens by stretching highlights along one axis
Star pulls highlights into rays along several axes, the way a light source flares through the blades of a lens aperture. Selecting it reveals two more controls:
| Control | Range | Default | Effect |
|---|---|---|---|
| Star Rays | 1 – 6 | 3 | How many directions the star splits into |
| Star Angle | 0 – 360° | 0° | Rotates the whole set of rays |
Threshold
The default threshold of 0.5 mainly affects highlights. Lowering it includes more of the image; near 0, the entire face can glow
Threshold Smoothness sets how hard that cutoff is. At 0 a pixel that just crosses the line glows at full strength, which can make the boundary pop as brightness changes; raising it eases nearby pixels in, which holds up better in motion
A VRM's MToon Emissive slider reaches ×4 precisely so you can push chosen materials over this threshold. That pair is how an avatar gets glowing eyes or a lit visor
Glowing Only Selected Colors
These controls appear only when bloom is used as a layer effect. A bloom added to the scene does not have them
By default any sufficiently bright pixel glows. Switch Select Colors on and only pixels matching the colours you pick will — useful for isolating a neon sign, glowing eyes, or a single prop
The five slots are edited one at a time through Color Slot: pick the slot to configure, then set its switch and its colour
| Control | Range | Default | Effect |
|---|---|---|---|
| Select Colors | Switch | Off | Limits the glow to the selected colours |
| Invert Selection | Switch | Off | Makes colours outside the selection glow instead |
| Color Tolerance | 0.01 – 1 | 0.5 | How far a colour may differ and still match |
| Color 1 – 5 | Hex | #ffffff | A colour that can produce glow |
| Use Color 1 – 5 | Switch | Only 1 enabled | Whether this slot takes part in matching |
Color 1 is enabled by default on purpose: with all five off the mask is empty, so switching Select Colors on would make the glow vanish rather than narrow
Raising Color Tolerance brings in pixels further from the picked colours in saturation and brightness; at the low end it matches almost exact colours only
Processing Order
Bloom runs after chromatic aberration and before diffusion, so diffusion veils a frame that already carries the glow
Last updated on September 10, 2026