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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
    MonoBehaviour.IsInvoking()
    MonoBehaviour.CancelInvoke()
    MonoBehaviour.Invoke(string, float)
    MonoBehaviour.InvokeRepeating(string, float, float)
    MonoBehaviour.CancelInvoke(string)
    MonoBehaviour.IsInvoking(string)
    MonoBehaviour.StartCoroutine(string)
    MonoBehaviour.StartCoroutine(string, object)
    MonoBehaviour.StartCoroutine(IEnumerator)
    MonoBehaviour.StartCoroutine_Auto(IEnumerator)
    MonoBehaviour.StopCoroutine(IEnumerator)
    MonoBehaviour.StopCoroutine(Coroutine)
    MonoBehaviour.StopCoroutine(string)
    MonoBehaviour.StopAllCoroutines()
    MonoBehaviour.print(object)
    MonoBehaviour.destroyCancellationToken
    MonoBehaviour.useGUILayout
    MonoBehaviour.didStart
    MonoBehaviour.didAwake
    MonoBehaviour.runInEditMode
    Behaviour.enabled
    Behaviour.isActiveAndEnabled
    Component.GetComponent(Type)
    Component.GetComponent<T>()
    Component.TryGetComponent(Type, out Component)
    Component.TryGetComponent<T>(out T)
    Component.GetComponent(string)
    Component.GetComponentInChildren(Type, bool)
    Component.GetComponentInChildren(Type)
    Component.GetComponentInChildren<T>(bool)
    Component.GetComponentInChildren<T>()
    Component.GetComponentsInChildren(Type, bool)
    Component.GetComponentsInChildren(Type)
    Component.GetComponentsInChildren<T>(bool)
    Component.GetComponentsInChildren<T>(bool, List<T>)
    Component.GetComponentsInChildren<T>()
    Component.GetComponentsInChildren<T>(List<T>)
    Component.GetComponentInParent(Type, bool)
    Component.GetComponentInParent(Type)
    Component.GetComponentInParent<T>(bool)
    Component.GetComponentInParent<T>()
    Component.GetComponentsInParent(Type, bool)
    Component.GetComponentsInParent(Type)
    Component.GetComponentsInParent<T>(bool)
    Component.GetComponentsInParent<T>(bool, List<T>)
    Component.GetComponentsInParent<T>()
    Component.GetComponents(Type)
    Component.GetComponents(Type, List<Component>)
    Component.GetComponents<T>(List<T>)
    Component.GetComponents<T>()
    Component.GetComponentIndex()
    Component.CompareTag(string)
    Component.CompareTag(TagHandle)
    Component.SendMessageUpwards(string, object, SendMessageOptions)
    Component.SendMessageUpwards(string, object)
    Component.SendMessageUpwards(string)
    Component.SendMessageUpwards(string, SendMessageOptions)
    Component.SendMessage(string, object)
    Component.SendMessage(string)
    Component.SendMessage(string, object, SendMessageOptions)
    Component.SendMessage(string, SendMessageOptions)
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    Component.BroadcastMessage(string, SendMessageOptions)
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    Object.InstantiateAsync<T>(T)
    Object.InstantiateAsync<T>(T, Transform)
    Object.InstantiateAsync<T>(T, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)
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    Object.FindObjectsOfType(Type)
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    Object.FindSceneObjectsOfType(Type)
    Object.FindObjectsOfTypeIncludingAssets(Type)
    Object.FindObjectsOfType<T>()
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    Object.FindObjectsOfType<T>(bool)
    Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
    Object.FindObjectOfType<T>()
    Object.FindObjectOfType<T>(bool)
    Object.FindFirstObjectByType<T>()
    Object.FindAnyObjectByType<T>()
    Object.FindFirstObjectByType<T>(FindObjectsInactive)
    Object.FindAnyObjectByType<T>(FindObjectsInactive)
    Object.FindObjectsOfTypeAll(Type)
    Object.FindObjectOfType(Type)
    Object.FindFirstObjectByType(Type)
    Object.FindAnyObjectByType(Type)
    Object.FindObjectOfType(Type, bool)
    Object.FindFirstObjectByType(Type, FindObjectsInactive)
    Object.FindAnyObjectByType(Type, FindObjectsInactive)
    Object.ToString()
    Object.name
    Object.hideFlags
    object.Equals(object, object)
    object.GetType()
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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

    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
    AnimationCurve

    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
    TextureCurve

    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
    AnimationCurve

    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
    AnimationCurve

    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
    LensFlareDataSRP

    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.

    Extension Methods

    ReflectionUtils.GetField(object, string)
    ReflectionUtils.GetFields(object)
    ReflectionUtils.Invoke(object, string, params object[])
    ReflectionUtils.SetField(object, string, object)
    AnalyticsUtils.ToNestedColumnWithDefault<T>(T, T, bool)
    AnalyticsUtils.ToNestedColumn<T>(T, bool)
    AnalyticsUtils.ToNestedColumn<T>(T, T)
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