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DOCG-3077 Add and update URP/HDRP lens flare pages
- Restructure and add to the lens flare pages of the URP and HDRP manuals, to help users understand the limitations of the 2 types of lens flare.
- Remove unneeded images from the Lens Flare (SRP) Data Asset page
- Update the main manual Lens flare page with missing features
Jira ticket: https://jira.unity3d.com/browse/DOCG-3077
Copy file name to clipboardExpand all lines: Packages/com.unity.render-pipelines.high-definition/Documentation~/shared/lens-flare/Override-Screen-Space-Lens-Flare.md
@@ -50,7 +50,7 @@ To enable screen space lens flares, follow these steps:
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If lens flares don't appear, check the settings of the **Bloom** override in the default volume in **Edit** > **Project Settings** > **Graphics** > **HDRP Global Settings** > **Frame Settings (Default Values)** > **Default Volume Profile Asset** > **Bloom**.
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For information about screen space lens flare properties, refer to [Screen Space Lens Flare reference](shared/lens-flare/reference-screen-space-lens-flare.md).
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For information about screen space lens flare properties, refer to [Screen Space Lens Flare reference](reference-screen-space-lens-flare.md).
-[Lens flares](lens-flare-component.md) - use a **Lens Flare (SRP)** component to create lens flares for lights that have specific locations in your scene, for example the sun or bright bulbs.
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-[Screen space lens flares](Override-Screen-Space-Lens-Flare.md) - use a **Screen Space Lens Flare** override to create lens flares for emissive surfaces, bright spots, and onscreen lights.
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You can use both types in the same scene.
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Use the following table to help you choose a lens flare type:
| Typical uses | Lens flares from the sun and specific lights, custom flare shapes, and cinematics | Lens flares on vehicles and water, first-person games, and science-fiction environments |
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| Supported platforms | All platforms | All platforms |
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| CPU and GPU use | CPU and GPU | GPU |
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| Types of light | All Light objects, except Area Lights | All bright spots and visible lights |
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| Placement | Attach to individual lights. Place lens flares manually | Generate inside a volume. Place all lens flares automatically with a single setting |
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| Lens flares from offscreen lights | Yes | No |
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| Light streaks | No, unless you create them manually | Yes |
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| Configure flares | Configure per lens flare or per element | Configure for all lens flares together |
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| Configure flare elements | Configure many settings for each element, per lens flare | Configure several settings for elements, for all lens flares together |
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| Configure attenuation | Yes | No |
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| Affected by clouds, fog and water | Yes | Yes |
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| Preserve aspect ratio | Yes | No |
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| Chromatic aberration | No | Yes |
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| Blend modes | Additive, Lerp, Premultiplied and Screen | Additive only |
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| Occlusion | Screen space occlusion, and geometric occlusion for offscreen lights. Configurable. Occlusion might not always work at the edge of the screen. | Screen space occlusion, generated from the color buffer. Not configurable |
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| Examples in [package samples](../../HDRP-Sample-Content.md)| Yes | No |
Copy file name to clipboardExpand all lines: Packages/com.unity.render-pipelines.high-definition/Documentation~/shared/lens-flare/lens-flare-asset.md
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Unity’s [Scriptable Render Pipeline (SRP)](https://docs.unity3d.com/Manual/ScriptableRenderPipeline.html) includes the **Lens Flare Data** asset. You can use this asset to control the appearance of [Lens Flares](lens-flare-component.md) in your scene. This is the SRP equivalent of the Built-in Render Pipeline's [Flare](https://docs.unity3d.com/Manual/class-Flare.html) asset, which is incompatible with SRPs.
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To create a Lens Flare Data asset, select **Assets > Create > Lens Flare (SRP)**. To use this asset, assign it to the **Lens Flare Data** property of a [Lens Flare (SRP) component](lens-flare-component.md).
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To create a Lens Flare Data asset, select **Assets**>**Create**>**Lens Flare (SRP)**. To use this asset, assign it to the **Lens Flare Data** property of a [Lens Flare (SRP) component](lens-flare-component.md).
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## Properties
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| Type | Select the type of Lens Flare Element this asset creates: <br />•[Image](#Image) <br />•[Circle](#Circle) <br />•[Polygon](#Polygon)|
| Asset | Lens Flare Data SRP asset as an element. |
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Unity support an Lens Flare Data SRP recursive, but with a hard cutoff after 16 recursions call.
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For instance asset A constains asset B which constains asset A (infinite recursion).
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That will trigger a warning and execution 16 recursions:
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~~~~~~
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```
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"LensFlareSRPAsset contains too deep recursive asset (> 16). Be careful to not have recursive aggregation, A contains B, B contains A, ... which will produce an infinite loop."
| Color Type | Select the color type of Lens Flare Element this asset creates: <br />•[Constant](#ColorConstant) <br />•[Radial](#ColorRadial) <br />•[Angular](#ColorAngular)|
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| Tint Radial | Specifies the radial gradient tint of the element. If the element type is set to Image, the Flare Texture is multiplied by this color. |
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| Tint Angular | Specifies the angular gradient tint of the element. If the element type is set to Image, the Flare Texture is multiplied by this color. |
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| Cutoff Speed | Sets the speed at which the radius occludes the element.
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A value of zero (with a large radius) does not occlude anything. The higher this value, the faster the element is occluded on the side of the screen.
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The effect of this value is more noticeable with multiple elements.
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. |
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| Cutoff Radius | Sets the normalized radius of the lens shape used to occlude the lens flare element.
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A radius of one is equivalent to the scale of the element. |
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|**Property**|**Description**|
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|-|-|
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| Cutoff Speed | Sets the speed at which the radius occludes the element.<br/><br/>A value of zero (with a large radius) does not occlude anything. The higher this value, the faster the element is occluded on the side of the screen.<br/><br/>The effect of this value is more noticeable with multiple elements. |
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| Cutoff Radius | Sets the normalized radius of the lens shape used to occlude the lens flare element. A radius of one is equivalent to the scale of the element. |
| Colors | The range of colors that this asset applies to the lens flares. You can use the **Position Spacing** curve to determine how this range affects each lens flare. |
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