forked from BilalY/Rasagar
3.6 KiB
3.6 KiB
Lens Flare (SRP) Component
Unity’s Scriptable Render Pipeline (SRP) includes the SRP Lens Flare Override component to control a Lens Flare (SRP) Data asset. You can attach an Lens Flare (SRP) Component to any GameObject. Some properties only appear when you attach this component to a light.
Properties
General
Property | Description |
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Lens Flare Data | Select the Lens Flare (SRP) Asset 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 where the color and shape values are fetched from when using "Modulate By Light Color" or "Attenuation By Light Shape" properties on a Lens Flare Element. If nothing is specified, the light component from this gameobject is used. |
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 will not be 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 | Specifies the curve used to remap the occlusion of the flare. By default, the occlusion is linear, between 0 and 1. This can be specifically useful to occlude flare more drastically when behind clouds. |
Allow Off Screen | Enable this property to allow lens flares outside the Camera's view to affect the current field of view. |