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How to make a simple neon billboard ad in Unity with Magica Voxel

Part 2 - Neon Billboard

Neon Billboard in Magica Voxel – In this second and last part, we will create a neon effect, typically used in Blade Runner inspired scenes.


In my first article, I showed you how to create a billboard for your Unity-powered games. This simple technique was developed for a cyberpunk-style Blade Runner scene with which we were working. In this second and last part, we will create a neon effect, typically used in that kind of scenario. There are already assets ready and up for sale in the Unity Asset Store, but we want to show that through a simple technique, using Unity’s own Post Processing, we can create a very cool neon effect.

The Neon Effect

Initially, I modeled Indiewatch logo inside Magica Voxel and imported it into Unity. It doesn’t matter if it’s low-poly. It will still work pretty well for what we want to accomplish here.

How to make a simple neon-billboard ad in Unity with Magica Voxel

Next, we create a material called neon with the albedo in red color:

Neon Billboard

Let’s check the Emission option and then do the following setup:

How to make a simple neon-billboard ad in Unity with Magica Voxel

Click the mouse on HDR and adjust the colors for the following setup:

Apply the material to the object into the scene:

Now let’s create the neon effect. I will use a very simple asset from the asset store, the Post Processing Stack. I will not use the new version, which is still under development, but it will work just fine. Let’s download and bring this asset into Unity.

For installing it, we will select our default camera and add the Post Processing Behavior Script.

Now we use a simple trick: let’s add a new Post Processing Profile. Right-click and select the create Post Processing Profile option. Change the profile name to Neon.

Then click on profile. It will open a series of effect options on the inspector panel. Select Bloom and change the intensity to 2.

Select the Camera and then drag the Neon profile to postprocessing behavior script. You will see some cool thing happen.

We can change the “neon level” by selecting the neon profile and changing the values directly. In this case, we will use the following parameters:

Now let’s add a point light type in the red color next to the neon, changing the color and intensity according to your needs. Our setup was like this:

Final results


Two very simple and easy-to-execute effects that allow for a sensational result. The post-processing stack is moving to its 2.0 version later this year and will have cooler effects, mainly volumetric light, among other features. But with the current version, you can still reach some very good results. I hope you enjoyed this tutorial. Soon, I’ll be back with more knowledge for you. In case you have any questions, don’t be shy and shoot me an email:

Assets used in this tutorial

Post Process Stack –

Unity (version 2018.1.0f2)  Project File for Download 




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Manoel Garcia

Portuguese Voxel artist, game designer, and toy maker. Living in 80's all the time...

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