Class LensFlareComponentSRP
Data-Driven Lens Flare can be added on any gameobject
Inherited Members
Namespace: UnityEngine .Rendering
Assembly: Unity.RenderPipelines.Core.Runtime.dll
Syntax
[ExecuteAlways]
[AddComponentMenu("Rendering/Lens Flare (SRP)")]
public sealed class LensFlareComponentSRP : MonoBehaviour
Fields
allowOffScreen
If allowOffScreen is true then If the lens flare is outside the screen we still emit the flare on screen
Declaration
public bool allowOffScreen
Field Value
Type | Description |
---|---|
bool |
attenuationByLightShape
If component attached to a light, attenuation the lens flare per light type
Declaration
public bool attenuationByLightShape
Field Value
Type | Description |
---|---|
bool |
distanceAttenuationCurve
Attenuation by distance
Declaration
public AnimationCurve distanceAttenuationCurve
Field Value
Type | Description |
---|---|
Animation |
environmentOcclusion
Enable occlusion from environment effects supported by the render pipeline. This may include opacity from volumetric clouds, background clouds, fog and water.
Declaration
[FormerlySerializedAs("volumetricCloudOcclusion")]
[FormerlySerializedAs("useFogOpacityOcclusion")]
public bool environmentOcclusion
Field Value
Type | Description |
---|---|
bool |
intensity
Intensity
Declaration
[Min(0)]
public float intensity
Field Value
Type | Description |
---|---|
float |
lightOverride
Light override, change the light which influences the flares including "modulate by light color" and "Attenuation By Light Shape" but not the position.
Declaration
public Light lightOverride
Field Value
Type | Description |
---|---|
Light |
maxAttenuationDistance
Distance used to scale the Distance Attenuation Curve
Declaration
[Min(1E-05)]
public float maxAttenuationDistance
Field Value
Type | Description |
---|---|
float |
maxAttenuationScale
Distance used to scale the Scale Attenuation Curve
Declaration
[Min(1E-05)]
public float maxAttenuationScale
Field Value
Type | Description |
---|---|
float |
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
Declaration
public float occlusionOffset
Field Value
Type | Description |
---|---|
float |
occlusionRadius
Radius around the light used to occlude the flare (value in world space)
Declaration
[Min(0)]
public float occlusionRadius
Field Value
Type | Description |
---|---|
float |
occlusionRemapCurve
OcclusionRemapCurve allow the occlusion [from 0 to 1] to be remap with any desired shape.
Declaration
public TextureCurve occlusionRemapCurve
Field Value
Type | Description |
---|---|
Texture |
radialScreenAttenuationCurve
Attenuation used radially, which allow for instance to enable flare only on the edge of the screen
Declaration
public AnimationCurve radialScreenAttenuationCurve
Field Value
Type | Description |
---|---|
Animation |
sampleCount
Random Samples Count used inside the disk with 'occlusionRadius'
Declaration
[Range(1, 64)]
public uint sampleCount
Field Value
Type | Description |
---|---|
uint |
scale
Global Scale
Declaration
[Min(0)]
public float scale
Field Value
Type | Description |
---|---|
float |
scaleByDistanceCurve
Scale by distance, use the same distance as distanceAttenuationCurve
Declaration
public AnimationCurve scaleByDistanceCurve
Field Value
Type | Description |
---|---|
Animation |
useBackgroundCloudOcclusion
Enable Occlusion using Background Cloud (for instance: CloudLayer) Please use useFogOpacityOcclusion instead.
Declaration
[Obsolete("Replaced by environmentOcclusion.")]
public bool useBackgroundCloudOcclusion
Field Value
Type | Description |
---|---|
bool |
useOcclusion
Enable Occlusion feature
Declaration
public bool useOcclusion
Field Value
Type | Description |
---|---|
bool |
useWaterOcclusion
Enable Occlusion with Water
Declaration
[Obsolete("Replaced by environmentOcclusion.")]
public bool useWaterOcclusion
Field Value
Type | Description |
---|---|
bool |
volumetricCloudOcclusion
If volumetricCloudOcclusion is true then use the volumetric cloud (on HDRP only) for the occlusion Please use useFogOpacityOcclusion instead.
Declaration
[Obsolete("Please use environmentOcclusion instead.")]
public bool volumetricCloudOcclusion
Field Value
Type | Description |
---|---|
bool |
Properties
lensFlareData
Lens flare asset used on this component
Declaration
public LensFlareDataSRP lensFlareData { get; set; }
Property Value
Type | Description |
---|---|
Lens |
Methods
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.
Declaration
public float celestialProjectedOcclusionRadius(Camera mainCam)
Parameters
Type | Name | Description |
---|---|---|
Camera | mainCam | The camera utilized to calculate the occlusion radius |
Returns
Type | Description |
---|---|
float | The value, in world units, of the occlusion angular radius. |