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M
What is this? Not sure.
2 months ago
MusicWarriorバージョン 4.9.3B で
You might get the idea that you're going to be able to attach this to objects, but it appears to just be a globalized setting. I am not seeing where to ever get an object, like a neon light object, to glow like I thought this might do. The fact that there is no video or images in the product page that shows how to use it, should have been a red flag. Documentation isn't good. Not only do I have no idea how to use this, it seems like it's just global settings rather than attaching to objects. In fact, the PDF literally says per-object effects are depreciated and maybe not even available. I expected to be able to apply effects to an object, but that doesn't seem to be the case. If you want what this seems to do, just play with the global volume settings in Unity. After importing, there isn't anything simple I'm able to do, like attach to any objects, to make a user speed flow up - which is what you're supposed to be paying for. This is not worth any money.
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パブリッシャーからの返信:
2 months ago に返信
Hey there & sorry about your experience, Yeah you are correct. MK Glow is a post processing effect and always affects the whole screen. Normally there should also be nothing special on how to use the shader. You set up the effect (regular post processing setup, different in each render pipeline) and basically the intensity of the glow effect is based on the pixels brightness. 1) Setup the effect (on the urp its attaching a renderer feature and the component to the postprocessing volume) 2) you can use any shader/material, but its recommend to have an emission. For example the URP lit shader. raising the emission color should result in a glowing effect (even default setup). 3) You can change the postprocessing component then to fine-tune the effect. For example raising the threshold to limit the amount of affected objects. Selective Workflow: As you already said: There is still a selective but deprecated workflow in the package. I let it in the package to avoid breaking existing older projects. There were several reasons why i had to make the decision to deprecated the old selective workflow, but in short: at the moment stability and compatiblity is more important than adding features to the shader. For achieving a more selective feel i would recomend you raise the threshold of the component. This will require more emission to actually make things glow. I was actually already testing around with some replacements for the selective workflow, but nothing was good enough from a users perspective to sell it on the asset store. Also you are right that the default unity blooms and mk glow are trying to tackle the same task: creating bloom/glow. I try here with MK Glow to create some unique looking glow that behaves in its own way to provide a different visual appearance. There are also some quirks were MK Glow works around that are not obviously. If you have any specific questions, feedback or just need some help you get the shader going feel free to drop me a message at any time via support mail! all the best Michael
s
Cool Support!
2 months ago
sh_sawadaバージョン 4.9.3B で
After reporting the bug, they fixed it quickly.
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パブリッシャーからの返信:
2 months ago に返信
Hey again & thanks for the review, if you run into any issue again in the future feel free to drop me a message at any time! all the best Michael
N
Best SRP bloom!
8 months ago
NPTP以前のバージョン 4.9.0 で
I had to convert a project from the Built-In Renderer to URP on Unity 2022.3.22f1. I was struggling with URP's (frankly crappy-looking) bloom to match the very specialized look I had created with the Built-In Renderer's bloom in the original project. I tried another post-processing asset here on the store that came highly recommended, but still wasn't able to recreate the look of my game that I had achieved with the Built-In post process stack. I did some more searching, came across MK Glow, and within 10-15 minutes was able to get it nearly 1:1 with the look I had before, preserving the style of my game nearly perfectly! There are also additional features in MK that might make it look even better than it did before. Best bloom I've used so far (comparing Unity Built-In, Unity URP, the other asset I tried, and MKGlow).
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パブリッシャーからの返信:
8 months ago に返信
Hey there & thanks for the review, glad to hear you are satisfied with the shader. The shader itself should be compatible with every post processing setup and SRP available. If you experience any issue just drop me a message at any time! all the best Michael
t
Excellent Asset!
9 months ago
toddw以前のバージョン 4.9.1 で
Bloom looks great, lens flare as well. Outstanding same-day support when I had an issue getting the lens flare to appear. Would really love to see lens flare custom cookie support added to match the SRP Lens Flare feature.
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パブリッシャーからの返信:
9 months ago に返信
Hey again & thanks for the review! thanks for the feedback will take a note regarding cookie support for the future. all the best Michael
T
Best glow.
a year ago
The_3D_Lunatic以前のバージョン 4.1.5 で
This is the best glow asset on the store, in my opinion. Easy to use and it adds so much polish to your game.
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パブリッシャーからの返信:
a year ago に返信
Hey, glad you like the shader & thanks for the review! if you ever run into any issue or just want to drop some feedback just drop me a message. all the best Michael
F
Looks shiny - great simple effect asset
a year ago
Firlefanz73以前のバージョン 4.8.0B で
Very easy to use, I am using it with built in render pipeline and post process. Looks great and a question I had was answered in a very short time.
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パブリッシャーからの返信:
a year ago に返信
Hey again & thanks for the review, glad you like the shader and the issue is already solved! If you ever run into any issue again, just let me know. best Michael
l
Its not that fantastic
a year ago
lidoGames94以前のバージョン 4.7.0 で
I don't know why I bought it at first place. It just the same bloom unity provided.
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パブリッシャーからの返信:
a year ago に返信
Hey there & thanks for trying out MK Glow, This product is not a copy of the Unity default bloom. There are alot key differences and it seems you never worked with both shaders for a clean comparison. Of course MK Glow does not do any magic here and you are free to use the built-in bloom effect of unity as an alternative. Both are trying to tackle the exact same problem: Creating Glow/Bloom effects. If you strip away all the extended features of MK Glow like Glare, lens flares and the lens surface and only compare the basics, for example with the URP bloom, you will notice the following (just to name a few differences): - the resulting glow is autoscaled across resolutions. You dont have to handle the spread of the glow manually for example if you switch from 720p to a 4k resolution (no matter the aspect ratio) - MK Glow works across all renderpipelines and always provides exactly the same workflow and behaves exactly the same. You will get implementations for Built-In legacy image effects, PPsV2, URP volumes, URP global (skip the postprocessing API entirely) and HDRP volumes - You will get a different style of glow and dont get the default URP look. For example you have a different control and blending for the luminance of the objects (in my opinion MK Glow does a really smooth and natural transition here). Those are just a few difference out of my head if you really break it down to the bloom and cut away nearly all customizations. Also if you like: Feel free to drop me any feedback via support mail. Also feel free to be specific about what you are actually missing or what the glow would need for a better experience. all the best Michael
C
Beautiful and Customizable
a year ago
CorrosiveCatz以前のバージョン 4.7.2 で
Great asset to bump up your game's visuals. Includes several post process effects with tons of customization to give each game a unique look. Seems pretty performant too, highly recommend giving it a try!
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パブリッシャーからの返信:
a year ago に返信
Hey there & thanks so much for the review! Glad you like the shader effect. If you have any questions feel free to drop me a message at any time! best Michael
t
Well worth the price and amazing support.
a year ago
thenephalem以前のバージョン 4.7.0 で
Awesome support from the developer and good quality overall.
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パブリッシャーからの返信:
a year ago に返信
Hey again, thanks for much for the review & glad it's already working for your case! If you ever run into any issue again feel free to drop me a message at any time! best Michael
R
Perfect
a year ago
Rioneer以前のバージョン 4.6.4 で
Great asset that also supports built in render pipeline. Also great support, he's super helpful and kind!
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パブリッシャーからの返信:
a year ago に返信
Hey there, thank you very much for your words and the review! If you have any question in the future feel free to drop me a message at any time. all the best Michael
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