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    Class LensFlareDataElementSRP

    LensFlareDataElementSRP defines collection of parameters describing the behavior a Lens Flare Element.

    Inheritance
    object
    LensFlareDataElementSRP
    Inherited Members
    object.Equals(object)
    object.Equals(object, object)
    object.GetHashCode()
    object.GetType()
    object.ReferenceEquals(object, object)
    object.ToString()
    Namespace: UnityEngine.Rendering
    Assembly: Unity.RenderPipelines.Core.Runtime.dll
    Syntax
    [Serializable]
    public sealed class LensFlareDataElementSRP

    Constructors

    Name Description
    LensFlareDataElementSRP()

    Initialize default values

    Fields

    Name Description
    allowMultipleElement

    Enable multiple elements

    angularOffset

    Angular offset

    autoRotate

    Rotate the texture relative to the angle on the screen (the rotation will be added to the parameter 'rotation')

    blendMode

    Blend mode used

    colorGradient

    Colors used uniformly for Uniform or Curve Distribution and Random when the distribution is 'Random'.

    distortionCurve

    Curve blending from screen center to the edges of the screen.

    distortionRelativeToCenter

    If true the distortion is relative to center of the screen otherwise relative to lensFlare source screen position.

    distribution

    SRPLensFlareDistribution defined how we spread the flare element when count > 1

    enableRadialDistortion

    True to use or not the radial distortion.

    flareType

    FlareType used

    inverseSDF

    Inverse the gradient direction.

    lengthSpread

    Length to spread the distribution of flares, spread start at 'starting position'

    lensFlareTexture

    Texture used to for this Lens Flare Element

    modulateByLightColor

    Modulate by light color if the asset is used in a 'SRP Lens Flare Source Override'

    position

    Position

    positionCurve

    Curve describing how to place flares distribution (Used only for Uniform and Curve 'distribution')

    positionOffset

    Position offset

    positionVariation

    Scale factor applied on the variation of the positions.

    preserveAspectRatio

    Preserve Aspect Ratio

    rotation

    Local rotation of the texture

    rotationVariation

    Scale factor applied on the variation of the rotation (relative to the current rotation or auto-rotate).

    scaleCurve

    Curve describing how to scale flares distribution (Used only for Uniform and Curve 'distribution')

    scaleVariation

    Coefficient applied on the variation of the scale (relative to the current scale).

    seed

    Seed used to seed randomness

    sizeXY

    Scale size on each dimension

    targetSizeDistortion

    Target size used on the edge of the screen.

    tint

    Tint of the texture can be modulated by the light we are attached to

    translationScale

    Translation Scale

    uniformAngle

    Uniform angle (in degrees) used with multiple element enabled with Uniform distribution.

    uniformAngleCurve

    Uniform angle (remap from -180.0f to 180.0f) used with multiple element enabled with Curve distribution.

    uniformScale

    Uniform scale applied

    visible

    Visibility checker for current element

    Properties

    Name Description
    count

    Element can be repeated 'count' times

    edgeOffset

    Gradient Offset used for the Procedural Flare.

    fallOff

    Fall of the gradient used for the Procedural Flare.

    intensityVariation

    Scale factor applied on the variation of the intensities.

    localIntensity

    Intensity of this element

    sdfRoundness

    Roundness of the polygon flare (0: Sharp Polygon, 1: Circle).

    sideCount

    Side count of the regular polygon generated.

    Extension Methods

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