The Screen Space Lens FlareA component that simulates the effect of lights refracting inside a camera lens. Use a Lens Flare to represent very bright lights or add atmosphere to your scene. More info
See in Glossary override adds lens flares to your sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary.
To calculate lens flares, the Universal Render PipelineA series of operations that take the contents of a Scene, and displays them on a screen. Unity lets you choose from pre-built render pipelines, or write your own. More info
See in Glossary (URP) fetches bright areas of the current image, such as emissive lights and bright specular reflections. URP then draws the same areas back to the screen in different locations and using different effects such as stretch, blur, and chromatic aberration.
The Screen Space Lens Flare creates lens flares from the following:
You can use the Lens Flare (SRP) component instead to create a flare for a light that has a specific position in the scene. You can also use both the Lens Flare (SRP) component and the Screen Space Lens Flare override in the same scene.
The bright areas URP uses to calculate screen space lens flares are the same areas the Bloom override brightens.
URP uses the same buffer as the Bloom override to fetch the bright areas and render the lens flares. The settings in the Bloom override affect the appearance of screen space lens flares.
Note: If you have a Bloom override in the volume, set Intensity in the Bloom override to a value higher than 0 or lens flares won’t appear.
You can create the following types of lens flare:
You can control which types of flares appear and how many there are. You can also control the chromatic aberration effect URP adds to the flares.
Note: Some lens flares only appear, or only appear at full intensity, if you enable High Dynamic Range (HDR) rendering on your camera. To enable HDRhigh dynamic range
See in Glossary, refer to the Output section of the Camera component reference
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.