MK Glow

Try game asset MK Glow 4.4.7 Unity for your project.

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MK Glow (Ultimate) is an聽artist-friendly,聽feature-rich聽and聽super fast聽performing post-processing effect, which simulates bright surface scattering of light. In addition to the聽bloom, some聽highly customizable聽extras, like聽lens surface, lens flare and glare聽are available. This shader is聽compatible with the Legacy, Lightweight, Universal and High Definition Render Pipelines聽.

猡达笍NEW!聽: Install Wizard
猡达笍NEW!聽: URP Support
猡达笍NEW!聽: Antiflicker Filter improvements
猡达笍NEW!聽: HDRP Support
猡达笍NEW!聽: Lens Flare Presets
猡达笍NEW!聽: Natural Workflow
猡达笍NEW!聽: Fast Mobile Rendering
猡达笍NEW!聽: Glare Presets

MK Glow is based on聽advanced AAA rendering techniques聽to provide a聽substantial visual quality, incredible flexibility and fast rendering聽- all combined in an聽easy to use adaptive workflow聽. Furthermore, it utilizes all gpu capacities including聽MRT, Geometry Shaders and Direct Compute聽. The effect automatically scales the settings, based on the active graphics API down to Shader Model 2, which allows the rendering to be used on nearly every device out there. The package also聽includes advanced built-in shaders, to bring the effect to screen & world spaced UI鈥檚 and Sprites. Additionally it features a聽resolution independent scattering, which makes your scenes appear the same on different resolutions.

Do you have some cool stuff to show?
I would love to see your results (high resolution screenshots / videos) using the shader. Just drop me a message.

Questions, bug reports, feature requests, feedback:
Feel free to get in touch via .

鈿?Features 鈿?/b>
Two intuitive workflows:
Threshold:聽Make things glow based on the pixels brightness & threshold & emission
Natural:聽No color cuttoff, no thresholding, just like real life, a very realistic behavior, just raise the emission

- Customizable scattering
- High Precision at a reasonable performance
- Gamma based thresholding
- Automatic scattering size scaling on different resolutions
- Gamma based intensity

Lens Surface:
- Dirt effect for camera lens
- Dirt intensity
- Diffraction effect for camera lens
- Diffraction intensity
- Feature undepend blending to always get the best result

Lens Flare聽(Shader Model 3+)聽:
- Customizable scattering
- Realistic procedural generated lens flare
- Gamma based thresholding
- Gamma based intensity
- Adjustable blur size
- Chromatic Aberration
- Ghost (fade, count, dispersal, intensity in gamma space)
- Halo (fade, size, intensity in gamma space)
- Texture based color ramp

Glare聽(Shader Model 4+)聽:
- Highly customizable (scattering, count, orientation, offset)
- Individual shape
- Up to 4 light streaks while holding a reasonable performance
- Smooth fading between glare and bloom
- Gamma based thresholding
- Gamma based intensity
- Easy to use presets

- resolution independent scattering scale
- Support for Legacy and Scriptable Render Pipelines
- Portable to custom Scriptable Render Pipelines
- Super-fast, command buffer based rendering
- Built-in quality settings
- Luma based color scaling (based on relative luminance, which follows the photometric definition of luminance)
- Direct Compute & Geometry Shader & MRT based rendering
- Volume blending using Post-processing Stack v2
- Anamorphic ratio scaling
- Temporal stable anti-flicker filtering
- XR compatible: Multi Pass, Single Pass Stereo and Single Pass Stereo instanced (note: new limitation with 2020.2+ on URP & XR, see trello board)
- Render Priority Option: Tell the pipeline to focus on quality or performance
- Mobile compatible, performing at a reasonable tradoff in terms of quality and performance

- Debug views for every single rendering step
- Unified editor
- Artist friendly, fast and easy to set up

- Complete access to the source code - Advanced built-in shaders for UI and sprite
- Constant development which you can follow (Trello)
- Regular updates
- Fast support (i鈥檒l do my best!)
- 2D and 3D compatible
- A happy & thankful developer!

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  • Unity
  • 4.4.7
  • 102403