3.0 KiB
3.0 KiB
uid |
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urp-lens-flare-srp-reference |
Lens Flare (SRP) component reference
Refer to Add lens flares for information on how to use the Lens Flare (SRP) component.
General
Property | Description |
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Lens Flare Data | Select the Lens Flare (SRP) Data asset this component controls. |
Intensity | Multiplies the intensity of the lens flare. |
Scale | Multiplies the scale of the lens flare. |
Light Override | Specifies the light component Unity gets the color and shape values from, if you enable Modulate By Light Color or Attenuation By Light Shape. If you don't specify a light component, Unity uses the Light component from this GameObject. |
Attenuation by Light Shape | Enable this property to automatically change the appearance of the lens flare based on the type of light you attached this component to. For example, if this component is attached to a spot light and the camera is looking at this light from behind, the lens flare is not visible. This property is only available when this component is attached to a light. |
Attenuation Distance | The distance between the start and the end of the Attenuation Distance Curve. This value operates between 0 and 1 in world space. |
Attenuation Distance Curve | Fades out the appearance of the lens flare over the distance between the GameObject this asset is attached to, and the Camera. |
Scale Distance | The distance between the start and the end of the Scale Distance Curve. This value operates between 0 and 1 in world space. |
Scale Distance Curve | Changes the size of the lens flare over the distance between the GameObject this asset is attached to, and the Camera. |
Screen Attenuation Curve | Reduces the effect of the lens flare based on its distance from the edge of the screen. You can use this to display a lens flare at the edge of your screen |
Occlusion
Property | Description |
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Enable | Enable this property to partially obscure the lens flare based on the depth buffer |
Occlusion Radius | Defines how far from the light source Unity occludes the lens flare. This value is in world space. |
Sample Count | The number of random samples the CPU uses to generate the Occlusion Radius. |
Occlusion Offset | Offsets the plane that the occlusion operates on. A higher value moves this plane closer to Camera. This value is in world space. For example, if a lens flare is inside the light bulb, you can use this to sample occlusion outside the light bulb. |
Occlusion Remap Curve | Allow the occlusion [from 0 to 1] to be remap with any desired shape. |
Allow Off Screen | Enable this property to allow lens flares outside the Camera's view to affect the current field of view. |