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[Fogbugz # 1363291] Fix lens flare position for celestials #5654
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Hi! This comment will help you figure out which jobs to run before merging your PR. The suggestions are dynamic based on what files you have changed. SRP Core Depending on the scope of your PR, you may need to run more jobs than what has been suggested. Please speak to your lead or a Graphics SDET (#devs-graphics-automation) if you are unsure. |
Lens flare in URP does not work properly with Render scale. postprocess.cs void DoLensFlareDatadriven(Camera camera, CameraData camdata, CommandBuffer cmd, RenderTargetIdentifier source, bool usePanini, float paniniDistance, float paniniCropToFit)
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@Aydindeveloper I believe this has been fixed already. Check this PR #5373 |
…s instead to fix precision issues
…nfo for lensflare
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Sorry, I was referring to URP's Render Scale lens flare issues but the PR you linked seems to for HDRP |
All tests pass, only a few fails due to unrelated issues. |
NOTE |
I recommend you open a bug, ill notify the URP team on our side. Cheers |
* Celestial relative flare camera position fixed, using regular matrices instead to fix precision issues * Fix in logical split of viewport computation, and adding CHANGES.md info for lensflare
Purpose of this PR
Celstials lens flare was not position correctly when the camera was very far from the origin. This was caused because the relative position trick only works well when the camera is very close to a light source. If something is far enough it will incurr into small precision issues that might accumulate (due to the light position being so far away).
https://fogbugz.unity3d.com/f/cases/1363291/
Before:

After:

Testing status
Tested the fogbugz scene.
Comments to reviewers
@Unity-Technologies/gfx-qa-hdrp Change has been verified by Sean Puller