I looked up realistic glare/bloom models and they said it's got a primary term of cube falloff with angle so I figured you knew what you were doing
Using realistic glare textures means you can just adjust the brightness of the source by distance and it'll 'shrink' as appropriate for what's behind it whereas the actual optical effects stay the same (correct) size. Sounds good to me...
Using realistic glare textures means you can just adjust the brightness of the source by distance and it'll 'shrink' as appropriate for what's behind it whereas the actual optical effects stay the same (correct) size. Sounds good to me...