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Unity Engine


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Script Reference

Unity Engine


Lens Flare (SRP) component reference for URP

Reference for the Lens Flare (SRP) component.
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Refer to Add lens flares for information on how to use the Lens Flare (SRP) component.

General

Property

Description

Lens Flare DataSelect the Lens Flare (SRP) Data asset this component controls.
IntensityMultiplies the intensity of the lens flare.
ScaleMultiplies the scale of the lens flare.
Light OverrideSpecifies the light component Unity gets the color and shape values from, if you enable Modulate By Light Color or Attenuation By Light Shape. If you don't specify a light component, Unity uses the Light component from this GameObject.
Attenuation by Light ShapeEnable this property to automatically change the appearance of the lens flare based on the type of light you attached this component to.
For example, if this component is attached to a spot light and the camera is looking at this light from behind, the lens flare is not visible.
This property is only available when this component is attached to a light.
Attenuation DistanceThe distance between the start and the end of the Attenuation Distance Curve.
This value operates between 0 and 1 in world space.
Attenuation Distance CurveFades out the appearance of the lens flare over the distance between the GameObject this asset is attached to, and the Camera.
Scale DistanceThe distance between the start and the end of the Scale Distance Curve.
This value operates between 0 and 1 in world space.
Scale Distance CurveChanges the size of the lens flare over the distance between the GameObject this asset is attached to, and the Camera.
Screen Attenuation CurveReduces the effect of the lens flare based on its distance from the edge of the screen. You can use this to display a lens flare at the edge of your screen

Occlusion

Property

Description

EnableEnable this property to partially obscure the lens flare based on the depth buffer
Occlusion RadiusDefines how far from the light source Unity occludes the lens flare. This value is in world space.
Sample CountThe number of random samples the CPU uses to generate the Occlusion Radius.
Occlusion OffsetOffsets the plane that the occlusion operates on. A higher value moves this plane closer to Camera. This value is in world space.
For example, if a lens flare is inside the light bulb, you can use this to sample occlusion outside the light bulb.
Occlusion Remap CurveAllow the occlusion [from 0 to 1] to be remap with any desired shape.
Allow Off ScreenEnable this property to allow lens flares outside the Camera's view to affect the current field of view.