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    Class LensFlareComponentSRP

    Data-Driven Lens Flare can be added on any gameobject

    Inheritance
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    LensFlareComponentSRP
    Inherited Members
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    Namespace: UnityEngine.Rendering
    Assembly: Unity.RenderPipelines.Core.Runtime.dll
    Syntax
    [ExecuteAlways]
    [AddComponentMenu("Rendering/Lens Flare (SRP)")]
    public sealed class LensFlareComponentSRP : MonoBehaviour

    Fields

    Name Description
    allowOffScreen

    If allowOffScreen is true then If the lens flare is outside the screen we still emit the flare on screen

    attenuationByLightShape

    If component attached to a light, attenuation the lens flare per light type

    distanceAttenuationCurve

    Attenuation by distance

    intensity

    Intensity

    maxAttenuationDistance

    Distance used to scale the Distance Attenuation Curve

    maxAttenuationScale

    Distance used to scale the Scale Attenuation Curve

    occlusionOffset

    Z Occlusion Offset allow us to offset the plane where the disc of occlusion is place (closer to camera), value on world space. Useful for instance to sample occlusion outside a light bulb if we place a flare inside the light bulb

    occlusionRadius

    Radius around the light used to occlude the flare (value in world space)

    occlusionRemapCurve

    OcclusionRemapCurve allow the occlusion [from 0 to 1] to be remap with any desired shape.

    radialScreenAttenuationCurve

    Attenuation used radially, which allow for instance to enable flare only on the edge of the screen

    sampleCount

    Random Samples Count used inside the disk with 'occlusionRadius'

    scale

    Global Scale

    scaleByDistanceCurve

    Scale by distance, use the same distance as distanceAttenuationCurve

    useBackgroundCloudOcclusion

    Enable Occlusion using Background Cloud (for instance: CloudLayer)

    useOcclusion

    Enable Occlusion feature

    volumetricCloudOcclusion

    If volumetricCloudOcclusion is true then use the volumetric cloud (on HDRP only) for the occlusion

    Properties

    Name Description
    lensFlareData

    Lens flare asset used on this component

    Methods

    Name Description
    celestialProjectedOcclusionRadius(Camera)

    Retrieves the projected occlusion radius from a particular celestial in the infinity plane with an angular radius. This is used for directional lights which require to have consistent occlusion radius regardless of the near/farplane configuration.

    Extension Methods

    AnalyticsUtils.ToNestedColumnWithDefault<T>(T, T, bool)
    AnalyticsUtils.ToNestedColumn<T>(T, bool)
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