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@sebastienlagarde sebastienlagarde Apr 26, 2021
Why do you have this change here?
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...-definition/Runtime/Material/Lit/Lit.hlsl
skhiat
@RSlysz RSlysz Apr 20, 2021
it is also for a custom render pipeline. I dunno if it worth specifying `{URP & HDRP}`
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...ore/Editor/PostProcess/LensFlareEditor.cs
@RSlysz RSlysz Apr 20, 2021
it is also for a custom render pipeline. I dunno if it worth specifying `{URP & HDRP}`
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...ore/Editor/PostProcess/LensFlareEditor.cs
@phi-lira phi-lira Apr 16, 2021
This should be removed
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...PostProcessing/LensFlareDataDriven.shader
@phi-lira phi-lira Apr 16, 2021
This should be removed
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...PostProcessing/LensFlareDataDriven.shader
@phi-lira phi-lira Apr 16, 2021
This should be removed
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...PostProcessing/LensFlareDataDriven.shader
@phi-lira phi-lira Apr 16, 2021
Should this be renamed to something else other than HDRP since it's in core?
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...ocessing/Shaders/LensFlareHDRPCommon.hlsl
skhiat
@phi-lira phi-lira Apr 16, 2021
I believe this won't work for gles2, but you can make it work similar to here: https://github.com/Unity-Technologies/Graphics/pull/4156/files#diff-a38bfa3320d1cc79f7e2f03bd3db8b2e82c77605cd0f44216dbb70e087c4892fR62-R80
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...ocessing/Shaders/LensFlareHDRPCommon.hlsl
skhiat
@phi-lira phi-lira Apr 16, 2021
```suggestion #include "Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/Shaders/LensFlareCommon.hlsl" ``` I suggest naming failing without HDRP since it's in core package.
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...essing/Shaders/LensFlareDataDriven.shader
@phi-lira phi-lira Apr 16, 2021
We need support for GLES2. Let's remove this line and try to in the editor and see if there are any compilation errors.
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...PostProcessing/LensFlareDataDriven.shader
@RSlysz RSlysz Apr 9, 2021
It is still odd to have spacing here. Why do you need space character ?
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...PostProcess/SRPLensFlareOverrideEditor.cs
@RSlysz RSlysz Apr 9, 2021
As this class is internal now, you don't need this anymore (but can keep it)
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...PostProcess/SRPLensFlareOverrideEditor.cs
@RSlysz RSlysz Apr 9, 2021
which can but ?
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...PostProcess/SRPLensFlareOverrideEditor.cs
@RSlysz RSlysz Apr 9, 2021
NICE !! ❤️
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...time/PostProcessing/SRPLensFlareCommon.cs
@RSlysz RSlysz Apr 9, 2021
more than sealed, this should be static
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...PostProcess/SRPLensFlareOverrideEditor.cs
@RSlysz RSlysz Apr 9, 2021
label should be in a style class to not search them in the logic and it should be localizable. Please use either L18n or EditorGUIUtility.TrTextContent Plus here you have some spacing done with space character. Can you change it to either use indentation or displace directly the drawing rect starting point?
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...PostProcess/SRPLensFlareOverrideEditor.cs
@RSlysz RSlysz Apr 9, 2021
label should be in a style class to not search them in the logic and it should be localizable. Please use either **L18n** or **EditorGUIUtility.TrTextContent** Plus here you have some spacing done with space character. Can you change it to either use indentation or displace directly the drawing rect starting point?
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...PostProcess/SRPLensFlareOverrideEditor.cs
@RSlysz RSlysz Apr 9, 2021
public uneeded
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...PostProcess/SRPLensFlareOverrideEditor.cs
@RSlysz RSlysz Apr 9, 2021
Here you do it right: it is cached into the Editor. So you compute it once in OnEnable() and then only use it in OnInspectorGUI(). You should do the same than here for above comments.
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...PostProcess/SRPLensFlareOverrideEditor.cs
@RSlysz RSlysz Apr 9, 2021
remove public for editor
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...PostProcess/SRPLensFlareOverrideEditor.cs
@RSlysz RSlysz Apr 9, 2021
more than sealed, this should be static
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...tor/Lighting/SRPLensFlareElementEditor.cs
@RSlysz RSlysz Apr 9, 2021
Same here, this should be cached, not searched again at each GetPropertyHeight()
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...tor/Lighting/SRPLensFlareElementEditor.cs
RSlysz
@RSlysz RSlysz Apr 9, 2021
label should be in a style class to not search them in the logic and it should be localizable. Please use either **L18n** or **EditorGUIUtility.TrTextContent**
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...tor/Lighting/SRPLensFlareElementEditor.cs
@RSlysz RSlysz Apr 9, 2021
label should be in a style class to not search them in the logic and it should be localizable. Please use either **L18n** or **EditorGUIUtility.TrTextContent**
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...tor/Lighting/SRPLensFlareElementEditor.cs
@RSlysz RSlysz Apr 9, 2021
label should be in a style class to not search them in the logic and it should be localizable. Please use either **L18n** or **EditorGUIUtility.TrTextContent**
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...tor/Lighting/SRPLensFlareElementEditor.cs
@RSlysz RSlysz Apr 9, 2021
label should be in a style class to not search them in the logic and it should be localizable. Please use either **L18n** or **EditorGUIUtility.TrTextContent**
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...tor/Lighting/SRPLensFlareElementEditor.cs
@RSlysz RSlysz Apr 9, 2021
label should be in a style class to not search them in the logic and it should be localizable. Please use either **L18n** or **EditorGUIUtility.TrTextContent**
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...tor/Lighting/SRPLensFlareElementEditor.cs
@RSlysz RSlysz Apr 9, 2021
same here: this should be cached, not done at each OnGUI()
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...tor/Lighting/SRPLensFlareElementEditor.cs
skhiat
@RSlysz RSlysz Apr 9, 2021
All of this should be constructed once and stored, not done at each OnGUI(). Finding property have a small cost that can be cached
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...tor/Lighting/SRPLensFlareElementEditor.cs
RSlysz skhiat
@RSlysz RSlysz Apr 9, 2021
label should be in a style class to not search them in the logic and it should be localizable. Please use either **L18n** or **EditorGUIUtility.TrTextContent**
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...tor/Lighting/SRPLensFlareElementEditor.cs
@RSlysz RSlysz Apr 9, 2021
label should be in a style class to not search them in the logic ( _EditorGUIUtility.TrTextContent("Lens Flare Element")_ )
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...tor/Lighting/SRPLensFlareElementEditor.cs
@RSlysz RSlysz Apr 9, 2021
Note: private is the default visibility for fields. You can drop them and still have same visibility
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...tor/Lighting/SRPLensFlareElementEditor.cs
@RSlysz RSlysz Apr 9, 2021
remove public for editor
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...tor/Lighting/SRPLensFlareElementEditor.cs
@RSlysz RSlysz Apr 9, 2021
More than sealed, this should be static
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...ore/Editor/Lighting/SRPLensFlareEditor.cs
@RSlysz RSlysz Apr 9, 2021
public unneeded
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...ore/Editor/Lighting/SRPLensFlareEditor.cs
@RSlysz RSlysz Apr 9, 2021
remove public for editor
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...ore/Editor/Lighting/SRPLensFlareEditor.cs
@he-ax he-ax Apr 8, 2021
There seems to be a lot more parameters than just the texture, should the comment reflect this?
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...untime/PostProcessing/SRPLensFlareData.cs
skhiat
@he-ax he-ax Apr 8, 2021
Maybe "SRP Lens Flare Data Override" or just "SRP Lens Flare Override"?
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...me/PostProcessing/SRPLensFlareOverride.cs
skhiat
@he-ax he-ax Apr 8, 2021
This comment doesn't seem to make sense
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...me/PostProcessing/SRPLensFlareOverride.cs
@he-ax he-ax Apr 8, 2021
another 'a' missing on name
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...PostProcess/SRPLensFlareOverrideEditor.cs
@he-ax he-ax Apr 8, 2021
missing an 'a' :)
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...ore/Editor/Lighting/SRPLensFlareEditor.cs
@svens-unity svens-unity Apr 7, 2021
And the editor can remain internal? We do not intend users to overwrite it?
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...ore/Editor/PostProcess/LensFlareEditor.cs
RSlysz skhiat
@svens-unity svens-unity Apr 7, 2021
Shouldn't this use the[ CustomEditorForRenderPipelineAttribute](https://docs.unity3d.com/ScriptReference/CustomEditorForRenderPipelineAttribute.html) instead?
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...ore/Editor/PostProcess/LensFlareEditor.cs
svens-unity RSlysz
skhiat
@Vic-Cooper Vic-Cooper Mar 17, 2021
| Allow Off Screen | Enable this property to allow lens flares outside the Camera's view to affect the current field of view. |
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@Vic-Cooper Vic-Cooper Mar 17, 2021
| Occlusion Offset | Offsets the plane that the occlusion operates on. A higher value moves this plane closer to Camera. This value is in world space. <br/> For example, if a lens flare is inside the light bulb, you can use this to sample occlusion outside the light bulb. |
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...ation~/Common/srp-lens-flare-component.md
@Vic-Cooper Vic-Cooper Mar 17, 2021
**Q:** How does this property affect the Occlusion radius? I made a guess at this - feel free to adjust! **Suggested change:** | Sample Count | The number of random samples the CPU processes to generate the **Occlusion Radius.** |
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@Vic-Cooper Vic-Cooper Mar 17, 2021
| Occlusion Radius | Defines how far from the light source Unity occludes the lens flare. This value is in world space. |
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@Vic-Cooper Vic-Cooper Mar 17, 2021
| Enable | Enable this to occlude the lens flare based on the depth buffer |
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@Vic-Cooper Vic-Cooper Mar 17, 2021
| Screen Attenuation Curve | Reduces 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. |
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@Vic-Cooper Vic-Cooper Mar 17, 2021
| Scale Distance Curve | Changes the size of the lens flare over the distance between the GameObject this asset is attached to and the Camera |
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@Vic-Cooper Vic-Cooper Mar 17, 2021
| Scale Distance | The distance between the start and the end of the **Scale Distance Curve**. <br/> This value operates between 0 and 1 in world space. |
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@Vic-Cooper Vic-Cooper Mar 17, 2021
| Attenuation Distance Curve | Fades out the appearance of the lens flare over the distance between the GameObject this asset is attached to and the Camera. |
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@Vic-Cooper Vic-Cooper Mar 17, 2021
| Attenuation Distance | The distance between the start and the end of the **Attenuation Distance Curve**. <br/> This value operates between 0 and 1 in world space. |
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...ation~/Common/srp-lens-flare-component.md
@Vic-Cooper Vic-Cooper Mar 17, 2021
**Q:** How does the type of light affect the behaviour of this property? **Suggested change:** | Attenuation by Light Shape | Reduces the effect of the lens flare based on the light type. <br/> This property is only available when this component is attached to a light. |
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@Vic-Cooper Vic-Cooper Mar 17, 2021
| Intensity | Multiplies the intensity of the lens flare. |
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@Vic-Cooper Vic-Cooper Mar 17, 2021
| Lens Flare Data | Select the [Lens Flare Element](srp-lens-flare-asset.md) asset this component controls. |
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...ation~/Common/srp-lens-flare-component.md
@Vic-Cooper Vic-Cooper Mar 17, 2021
Three hashes needed: This section also needs a screenshot. ### Occlusion
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...ation~/Common/srp-lens-flare-component.md
@Vic-Cooper Vic-Cooper Mar 17, 2021
Three hashes needed: ### General
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...ation~/Common/srp-lens-flare-component.md
@Vic-Cooper Vic-Cooper Mar 17, 2021
Only two hashes needed: ## Properties
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...ation~/Common/srp-lens-flare-component.md
@Vic-Cooper Vic-Cooper Mar 17, 2021
Unity’s Scriptable Render Pipeline (SRP) includes the SRP Lens Flare Override component to control a [SRP Lens Flare Data](srp-lens-flare-asset.md) asset. You can attach an SRP Lens Flare Override component to any GameObject. <br/> Some properties only appear when you attach this component to a light.
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@Vic-Cooper Vic-Cooper Mar 17, 2021
| Scale Variation | Controls the scale of the lens flares based on the **Seed** value. |
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@Vic-Cooper Vic-Cooper Mar 17, 2021
| Rotation Variation | Controls the rotation variation of the lens flares, based on the **Seed** value. This variation is added to **Rotation** and **Auto Rotate** parameters. |
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@Vic-Cooper Vic-Cooper Mar 17, 2021
| Position Variation | Controls the position of the lens flares. <br/> The **X** value is spread along the same axis as **Length Spread**. A value of 0 means there is no change in the lens flare position. <br/> The **Y** value is spread along the vertical screen space axis based on the **Seed** value. |
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@Vic-Cooper Vic-Cooper Mar 17, 2021
| Colors | The range of colors generated by the **Seed** value that this asset applies to the lens flares.|
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@Vic-Cooper Vic-Cooper Mar 17, 2021
**Q:** What determines if the value is "too high"? Is this value range 0-1? **Suggested change:** | Intensity Variation | Controls the variation of brightness across the lens flare elements. If this value is too high, some elements might not be visible. |
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@Vic-Cooper Vic-Cooper Mar 17, 2021
| Seed | The base value that this asset uses to generate randomness. |
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@Vic-Cooper Vic-Cooper Mar 17, 2021
| Scale Variation | | Adjust this curve to control the size range of the lens flare elements. |
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@Vic-Cooper Vic-Cooper Mar 17, 2021
| Position Spacing | Adjust this curve to change the placement of the flare element in the **Lens Spread**. |
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@Vic-Cooper Vic-Cooper Mar 17, 2021
| 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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@Vic-Cooper Vic-Cooper Mar 17, 2021
| Colors | The range of colors that this asset applies to the lens flares. |
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@Vic-Cooper Vic-Cooper Mar 16, 2021
| Length Spread | Controls how spread out the multiple lens flare elements appear. |
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@Vic-Cooper Vic-Cooper Mar 16, 2021
| Distribution | Select the method that Unity uses to generate multiple lens flare elements: <br />&#8226;[Uniform](#Uniform)<br />&#8226;[Curve](#Curve) <br />&#8226;[Random](#Random)|
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@Vic-Cooper Vic-Cooper Mar 16, 2021
| Count | Determines the number of identical lens flare elements Unity generates. <br/> A value of **1** appears the same as a single lens flare element.|
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@Vic-Cooper Vic-Cooper Mar 16, 2021
| Enable | Enable this to allow multiple lens flare elements in your scene. |
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@Vic-Cooper Vic-Cooper Mar 16, 2021
| Translation Scale | Limits the range of the lens flare offset. For example, values of (1, 0) create a horizontal lens flare, and (0, 1) create a vertical lens flare.<br/> You can also use this property to control the speed of the flare in its original path. For example, values of (0.5, 0.5) make the lens flare element appear to move at half the speed. |
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@Vic-Cooper Vic-Cooper Mar 16, 2021
**Q:** What is the Unit and value range of this property? **Suggested change:** | Angular Offset | Controls the angular offset of the lens flare, relative to its current position. |
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@Vic-Cooper Vic-Cooper Mar 16, 2021
| Position Offset | Defines the offset of the lens flare's position in screen space, relative to its source. |
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@Vic-Cooper Vic-Cooper Mar 16, 2021
**Q:** What is the value range and unit of this property? Also is its source always a light in the scene? **Suggested change:** | Starting Position | Defines the starting position of the lens flare relative to its source. |
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@Vic-Cooper Vic-Cooper Mar 16, 2021
| Auto Rotate | Enable this property to automatically rotate the Lens Flare Texture relative to its angle on the screen. Unity uses the **Auto Rotate** angle to override the **Rotation** parameter.<br/> To ensure the Lens Flare can rotate, assign a value greater than 0 to the [**Starting Position**](#AxisTransform) property. |
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@Vic-Cooper Vic-Cooper Mar 16, 2021
**Q:** What's the value and unit of this property?
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@Vic-Cooper Vic-Cooper Mar 16, 2021
| Size | Use this to adjust the scale of this lens flare element. <br/> This property is not available when the [**Type**](#Type) is set to [Image](#Image) and **Preserve Aspect Ratio** is enabled. |
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@Vic-Cooper Vic-Cooper Mar 16, 2021
**Q:** What is the range and unit of this value?
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@Vic-Cooper Vic-Cooper Mar 16, 2021
**Q:** Is this setting invisible or greyed out when this Lens Flare Element is not used in a SRP Lens Flare Override Component that is attached to a light? **Suggested change:** | Modulate By Light Color | Allows light color to affect this Lens Flare Element. This only applies when the asset is used in a [SRP Lens Flare Override Component](srp-lens-flare-component.md) that is attached to a light .|
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@Vic-Cooper Vic-Cooper Mar 16, 2021
**Q:** Could you please add a brief description of how each blend mode functions? **Suggested format change:** | Blend Mode | Select the blend mode of the Lens Flare Element this asset creates: <br />&#8226; Additive: Adds the color data together to increases the brightness of the lens flare. <br />&#8226; Screen: <br />&#8226; Premultiplied: <br />&#8226; Lerp: |
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@Vic-Cooper Vic-Cooper Mar 16, 2021
Q: What's the max value of this property? **Suggested change:** | Side Count | Controls the number of sides of the polygon flare. |
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@Vic-Cooper Vic-Cooper Mar 16, 2021
| Falloff | Controls the falloff of the polygon flare's gradient. This value ranges from 0 to 1, where 0 has no falloff between the tones and 1 creates a falloff that is spread evenly across the polygon. |
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@Vic-Cooper Vic-Cooper Mar 16, 2021
| Gradient | Controls the offset of the polygon flare's gradient. This value ranges from 0 to 1. |
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@Vic-Cooper Vic-Cooper Mar 16, 2021
| Falloff | Controls the falloff of the circular flare's gradient. This value ranges from 0 to 1, where 0 has no falloff between the tones and 1 creates a falloff that is spread evenly across the circle. |
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@Vic-Cooper Vic-Cooper Mar 16, 2021
| Roundness | Defines how smooth the edges of the polygon flare are. This value ranges from 0 to 1, where 0 is a sharp polygon and 1 is a circle. |
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@Vic-Cooper Vic-Cooper Mar 16, 2021
| Gradient | Controls the offset of the circular flare's gradient. This value ranges from 0 to 1. |
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@Vic-Cooper Vic-Cooper Mar 16, 2021
| Inverse | Enable this property to reverse the direction of the gradient. |
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@Vic-Cooper Vic-Cooper Mar 16, 2021
| Inverse | Enable this property to reverse the direction of the gradient. |
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@Vic-Cooper Vic-Cooper Mar 16, 2021
| Preserve Aspect Ratio | Fixes the width and height (aspect ratio) of the **Flare Texture**. You can use [Distortion](#Distortion) parameters to control this property. |
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@Vic-Cooper Vic-Cooper Mar 16, 2021
**Q:** How does this texture appear? Can we give a more detailed description or a visual example? **Suggested change:** | Flare Texture | The Texture used this Lens Flare Element uses. |
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@Vic-Cooper Vic-Cooper Mar 16, 2021
| **Property** | **Description** | | --------------- | ------------------------------------------------------------ | Type | Use the drop-down to select the type of Lens Flare Element this asset creates: <br />&#8226; [Image](#Image) <br />&#8226; [Circle](#Circle) <br />&#8226; [Polygon](#Polygon) |
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@Vic-Cooper Vic-Cooper Mar 16, 2021
Add header tag: <a name="Random"></a> ### Random
...mentation~/Common/srp-lens-flare-asset.md
@Vic-Cooper Vic-Cooper Mar 16, 2021
Add header tag: <a name="Curve"></a> ### Curve
...mentation~/Common/srp-lens-flare-asset.md
@Vic-Cooper Vic-Cooper Mar 16, 2021
Add header tag: <a name="Uniform"></a> ### Uniform
...mentation~/Common/srp-lens-flare-asset.md
@Vic-Cooper Vic-Cooper Mar 16, 2021
Add header tag: <a name="Multiple-Elements"></a> ## Multiple Elements
...mentation~/Common/srp-lens-flare-asset.md
Vic-Cooper
@Vic-Cooper Vic-Cooper Mar 16, 2021
Add header tag: <a name="Distortion"></a> ## Distortion
...mentation~/Common/srp-lens-flare-asset.md
Vic-Cooper
@Vic-Cooper Vic-Cooper Mar 16, 2021
Add header tag: <a name="AxisTransform"></a> ## AxisTransform
...mentation~/Common/srp-lens-flare-asset.md
@Vic-Cooper Vic-Cooper Mar 16, 2021
**Suggested change:** | Tint | Changes the tint of the Lens Flare texture based on the light this Lens Flare asset is attached to. |
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@Vic-Cooper Vic-Cooper Mar 16, 2021
Do these properties still exist in this component? If not, please disregard the below comments and remove this table.
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@Vic-Cooper Vic-Cooper Mar 16, 2021
**Q:** Does "intensity" refer to "brightness" here? If so: **Suggested change:** | Intensity | Controls the brightness of the entire Lens Flare. |
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@Vic-Cooper Vic-Cooper Mar 16, 2021
The Lens Flare Element asset has the following properties: - [Type](#Type) - [Image](#Image) - [Circle](#Circle) - [Polygon](#Polygon) - [Common](#Common) - [AxisTransform](#AxisTransform) - [Distortion](#Distortion) - [Multiple Elements](#Multiple-Elements) - [Uniform](#Uniform) - [Curve](#Curve) - [Random](#Random)
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@Vic-Cooper Vic-Cooper Mar 16, 2021
Add header tag: <a name="Polygon"></a> ### Polygon
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@Vic-Cooper Vic-Cooper Mar 16, 2021
Add header tag: <a name="Circle"></a> ### Circle
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@Vic-Cooper Vic-Cooper Mar 16, 2021
Add header tag: <a name="Image"></a> ### Image
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@Vic-Cooper Vic-Cooper Mar 16, 2021
Add header tag, insert description: <a name="Type"></a> ## Type
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@Vic-Cooper Vic-Cooper Mar 16, 2021
Two hashes - This encompasses all the following descriptions. ## Properties
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@Vic-Cooper Vic-Cooper Mar 12, 2021
| Intensity | Controls the brightness of this Lens Flare element. |
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@Vic-Cooper Vic-Cooper Mar 12, 2021
**Qs:** 1. If this asset _isn't_ used in an 'SRP Lens Flare Source Override', will this property still appear, or will it be greyed out? 2. How can the user include this asset in an SRP Lens Flare Source Override? That doesn't seem to be documented here.
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@Vic-Cooper Vic-Cooper Mar 12, 2021
| Tint | Controls the tint of the Texture applied to this Lens Flare Element. |
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@Vic-Cooper Vic-Cooper Mar 12, 2021
| Flare Texture | The Texture HDRP applies to this Lens Flare Element. |
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@Vic-Cooper Vic-Cooper Mar 12, 2021
| Elements | The properties of `SRPLensFlareDataElement`. |
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@Vic-Cooper Vic-Cooper Mar 12, 2021
**Q:** Same as above. I also changed "scale" to "position" here, assuming that's accurate :) **Suggested change:** | Position Curve | This curve affects the position of each Lens Flare element. When the relative position is negative, HDRP reads the negative part of the curve. When the relative position is positive, HDRP reads the negative part of the curve. <br/> The value of this curve is between -1 and 1. |
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@Vic-Cooper Vic-Cooper Mar 12, 2021
**Q:** What do you mean by "relative position" here? **Suggested change:** | Scale Curve | This curve affects the scale of each Lens Flare element. When the relative position is negative, HDRP reads the negative part of the curve. When the relative position is positive, HDRP reads the negative part of the curve. <br/> The value of this curve is between 0 and 1. |
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@Vic-Cooper Vic-Cooper Mar 11, 2021
**Suggested change:** The SRP Lens Flare asset has two groups of properties: - [Common](#Common): These properties affect the behavior of the whole Lens Flare - [Elements](#Elements): These properties affect the appearance of a single part of the Lens Flare.
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@Vic-Cooper Vic-Cooper Mar 11, 2021
Three hashes here, and a section tag. Also the heading in the UI appears to be "Elements": <a name="Elements"></a> ### Elements
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...mentation~/Common/srp-lens-flare-asset.md
@Vic-Cooper Vic-Cooper Mar 11, 2021
**Q:** How specifically do you *create* a Lens Flare asset in the UI before you attach it to the SRP Lens Flare Override Component? **Suggested change:** Unity’s [Scriptable Render Pipeline (SRP)](https://docs.unity3d.com/Manual/ScriptableRenderPipeline.html) includes the **Lens Flare Element** asset. You can use this asset to create lens flares in your scene and control their appearance. <br/> To use this asset, assign it to the **Lens Flare Data** property of an [SRP Lens Flare Override Component](srp-lens-flare-component.md).
...mentation~/Common/srp-lens-flare-asset.md
skhiat Vic-Cooper
@Vic-Cooper Vic-Cooper Mar 11, 2021
- New SRPLensFlareData asset
com.unity.render-pipelines.core/CHANGELOG.md
@Vic-Cooper Vic-Cooper Mar 11, 2021
# Lens Flare
...mentation~/Common/srp-lens-flare-asset.md