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MK Glow – Bloom, Lens Flare & Glare Post-Processing Shader – Free Download

MK Glow – Bloom, Lens Flare & Glare Post-Processing Shader – Free Download

Tsunami 23 September, 2026
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User Rating 4.33 (6 votes)

MK Glow (Ultimate) is an artist-friendly, feature-rich and super fast performing post-processing effect, which simulates bright surface scattering of light. In addition to the bloom, some highly customizable extras, like lens surface, lens flare and glare are available.

For more details about this asset: Click Here

This package is provided solely for evaluation, learning, or testing purposes before purchase and is not permitted for commercial use.

MK Glow – Bloom, Lens Flare & Glare Post-Processing Shader v4.9.6B2 (Latest version)

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MK Glow – Bloom & Lens & Glare v4.9.6

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MK Glow – Bloom & Lens & Glare v4.9.3B

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MK Glow – Bloom & Lens & Glare v4.9.3 (21 Oct 2025)

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MK Glow – Bloom & Lens & Glare v4.9.2 (27 May 2025)

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MK Glow – Bloom Lens Glare v4.9.1 (07 Mar 2025)

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

⤴️NEW! : URP Support
⤴️NEW! : Antiflicker Filter improvements
⤴️NEW! : HDRP Support
⤴️NEW! : Lens Flare Presets
⤴️NEW! : Natural Workflow
⤴️NEW! : Fast Mobile Rendering
⤴️NEW! : Glare Presets

Demo: Web GL – Windows Zip (HQ) – Android
Follow development: Trello

MK Glow is based on advanced AAA rendering techniques to provide a substantial visual quality, incredible flexibility and fast rendering – all combined in an easy to use adaptive workflow . Furthermore, it utilizes all gpu capacities including MRT, Geometry Shaders and Direct Compute . 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 includes advanced built-in shaders, to bring the effect to screen & world spaced UI’s and Sprites. Additionally it features a 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 [email protected].

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

Bloom:
– 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 (Shader Model 3+) :
– 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 (Shader Model 4+) :
– 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

Pipeline:
– 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
– 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

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

Other:
– 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’ll do my best!)
– 2D and 3D compatible
– A happy & thankful developer!

 

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