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    Method DoLensFlareDataDrivenCommon

    DoLensFlareDataDrivenCommon(Material, Camera, float, float, bool, float, float, bool, Vector3, Matrix4x4, CommandBuffer, bool, bool, Texture, Texture, RenderTargetIdentifier, Func<Light, Camera, Vector3, float>, int, int, int, int, int, int, int, int, int, int, int, int, bool)

    Effective Job of drawing the set of Lens Flare registered

    Declaration
    public static void DoLensFlareDataDrivenCommon(Material lensFlareShader, Camera cam, float actualWidth, float actualHeight, bool usePanini, float paniniDistance, float paniniCropToFit, bool isCameraRelative, Vector3 cameraPositionWS, Matrix4x4 viewProjMatrix, CommandBuffer cmd, bool taaEnabled, bool hasCloudLayer, Texture cloudOpacityTexture, Texture sunOcclusionTexture, RenderTargetIdentifier colorBuffer, Func<Light, Camera, Vector3, float> GetLensFlareLightAttenuation, int _FlareOcclusionRemapTex, int _FlareOcclusionTex, int _FlareOcclusionIndex, int _FlareCloudOpacity, int _FlareSunOcclusionTex, int _FlareTex, int _FlareColorValue, int _FlareData0, int _FlareData1, int _FlareData2, int _FlareData3, int _FlareData4, bool debugView)
    Parameters
    Type Name Description
    Material lensFlareShader

    Lens Flare material (HDRP or URP shader)

    Camera cam

    Camera

    float actualWidth

    Width actually used for rendering after dynamic resolution and XR is applied.

    float actualHeight

    Height actually used for rendering after dynamic resolution and XR is applied.

    bool usePanini

    Set if use Panani Projection

    float paniniDistance

    Distance used for Panini projection

    float paniniCropToFit

    CropToFit parameter used for Panini projection

    bool isCameraRelative

    Set if camera is relative

    Vector3 cameraPositionWS

    Camera World Space position

    Matrix4x4 viewProjMatrix

    View Projection Matrix of the current camera

    CommandBuffer cmd

    Command Buffer

    bool taaEnabled

    Set if TAA is enabled

    bool hasCloudLayer

    Set if cloudLayerTexture is used

    Texture cloudOpacityTexture

    cloudOpacityTexture used for sky visibility fullscreen

    Texture sunOcclusionTexture

    Sun Occlusion Texture from VolumetricCloud on HDRP or null

    RenderTargetIdentifier colorBuffer

    Source Render Target which contains the Color Buffer

    Func<Light, Camera, Vector3, float> GetLensFlareLightAttenuation

    Delegate to which return return the Attenuation of the light based on their shape which uses the functions ShapeAttenuation...(...), must reimplemented per SRP

    int _FlareOcclusionRemapTex

    ShaderID for the OcclusionRemap

    int _FlareOcclusionTex

    ShaderID for the FlareOcclusionTex

    int _FlareOcclusionIndex

    ShaderID for the FlareOcclusionIndex

    int _FlareCloudOpacity

    ShaderID for the FlareCloudOpacity

    int _FlareSunOcclusionTex

    ShaderID for the _FlareSunOcclusionTex

    int _FlareTex

    ShaderID for the FlareTex

    int _FlareColorValue

    ShaderID for the FlareColor

    int _FlareData0

    ShaderID for the FlareData0

    int _FlareData1

    ShaderID for the FlareData1

    int _FlareData2

    ShaderID for the FlareData2

    int _FlareData3

    ShaderID for the FlareData3

    int _FlareData4

    ShaderID for the FlareData4

    bool debugView

    Debug View which setup black background to see only Lens Flare

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