Looking at this image from their tech page, the Elf's sword is glowing brightly, but the bright blue sky beyond the window is showing almost no bloom at all, and the white sky on the left showing very little also.
This is because in most bloom shaders you can set the sensitivity to brighter bright colours and darker bright colours. There is a "table" (ie float4x4) of varying detail that describes how a certain brightness of colour is amplified and "leaked" accross the screen. By setting this table as a sort of a spike, where certain higher values go "thru the roof" that means that anything above certain brightness will be completely white and thus also blurred more extensively (which is another pass in the shader). That sword looks like it doesnt even have a specular map on it but rather a form of diffused cube map which could be but doesnt have to be dynamic. Either way, it simply looks like the top of the sword is a substantially brighter than the blue sky above, talking without the bloom postprocess. And because it belongs in the "higher brightness" category it is blurred and amplified even further. In fact, why dont we just ask the creators what shader they're using, then you'll see. I doubt they would have a problem with showing us the code of the shader.
The sword and white sky are all white pixels, yet the sword glows much more than the sky, suggesting some process other than a regular postprocess bloom taking place.
Youre wrong in two places there. Firstly, the sky on the left isnt all white pixels, its 249,247,242 in that sample, while the sword is 255,255,255. The sky above is 217,234,241, AFTER postprocess. Secondly, what you're seeing is the postprocessed render. That means that the bright colours are amplified even further from the original and like i said, the brightest ones are distorted (go thru the roof) and thus the sword is amplified above 255. For example, a table may contain a sort of exponential brightness increase from 128 to 240. All pixels above 240 are postporcessed to 255. In this case it looks like the original sword is something around 245 and the sky would be say 230, so the brightness of the sky reaches an approximate 247 while the sword goes above max brightness and sticks at 255 so all pixels that were in that top range (in my example above 240 brightness) become 255 = ie fully white.
They probably call it "specular bloom" because they wanted to say how specular maps look cool with bloom which they do. Looks great! But a term "specular bloom" is wrong in the techincal way. Bloom takes up everything, lifts the whole scene. And you can see that the sky on the left has obvious bloom, that means that it does have bloom. So to have separate bloom on two objects in the same scene is unheard of, and it would require another render which means that FPS would have to go down by half in the first place. You have to understand that the whole scene has to be taken for bloom to work because the brightness of the sword for example spreads over the columns behind it. So you cant separate it like this, at least not easy and feasably.
"faked glow", "halo sprite" hahaha, where do you live? Dx7land? lmao. No matter how good, a halo sprite wouldnt look so nice, whatever angle it is "configured" for, or even if there are multiple halo sprites for multiple angles (never head of such a thing being used).
What you quote from the website is a common practice. Most engines can do that, and it isnt hard to code. They're just saying "you can have bloom and blur in the same scene" which is obvious. When you "input" to another pass that means you do a bloom first and then you output the pixel shader info only (not the vertex shader for example) then you can just use another pixel shader with the passed TEXTURE0 and COLOR0 and do the effect that it does.
so the specular pass could be used as the input for the post-process effect.
Now you said it. You should really learn what you're talking about. Specular pass IS a post-process effect. What are you on about? It is ONE OF the post-process effects. Let me teach you. When you render a scene you render it with shaders on objects. Shaders on objects can be specular maps, normal maps or bump maps, anisotropic material shaders, water shaders, etc. Those shaders output to the screen, they output to the pixel positions of where the object is. Postprocessing shaders are shaders like HDR or bloom, blur, night vision, heat vision, cell shading, etc. They take what was rendered to them in the normal scene (from the camera rendering to a texture) and use certain rules to modify this texture and display it on the screen.
Sounds like you can setup the post process effects to take in account more than just the rendered scene
Like i said, psot-process effects do NOT take anything else than the rendered scene by definition. It's what they DO. They take the firstly rendered scene and post process it by adding bloom for example. This rendered scene may contain previous "object shaders" such as specular, normal, water, etc. So you need to understand, specular maps and bloom work in different realms. Specular maps are applied to objects, bloom is applied to the texture which is rendered from the camera.
Shaders are pretty cool, you should learn about them. I've done limited learning for ColdSteel (but sadly we cant render to texture in it yet). I will give you loads of links to tutorials if you're interested, i think you should see them it's really cool what you can do.