This content is designed to help simulate custom lens flare effects like simple flares around light sources, sun, or anamorphic lens flares and correctly handle cases when objects are overlapped.
此内容旨在帮助模拟自定义镜头耀斑效果,如光源周围的简单耀斑,太阳或变形镜头耀斑,并正确处理对象重叠时的情况。
– Correctly handles overlapping
– Works for all cameras and viewports, independently of FOV and aspect ratio
– Has options to control intensity in relation to size of overlapping area
– Works with split screen
– Doesn’t implement any new UObjects in C++
– Runs on GPU side only
The package contains:
– A blueprint to create a light source with attached effect
– Lens Flare master material with various instances and flare texture
– Particle system that can be used as template to customized lens flare effects
– Demo level
-正确处理重叠
-适用于所有相机和视口,独立于FOV和宽高比
-可选择控制重叠区域大小的强度
-适用于分屏
-在C++中没有实现任何新的Uobject
-仅在GPU端运行
该软件包包含:
-创建具有附加效果的光源的蓝图
-镜头耀斑主材料与各种实例和耀斑纹理
-粒子系统,可用作定制镜头耀斑效果的模板
-演示级别
Preview: youtu.be/EeWqQ2Pjx6w
This realization of the lens flares uses a material (shader) to control lens flares opacity and particle system to render the effect. The material compares values stored in depth buffer with distance to camera for a few points on a screen. In simplest case, it compares depth value for center of a particle with distance from the particle to camera.
You can read more here: docs.google.com/document/d/1NcfNhrp5kZoxbPIVS4eOEJiC3AVhqlvYYK4qPZ19pN8/edit?usp=sharing
预览: youtu.be/EeWqQ2Pjx6w
镜头耀斑的这种实现使用材质(着色器)来控制镜头耀斑不透明度和粒子系统来渲染效果。 材质将存储在深度缓冲区中的值与屏幕上几个点到相机的距离进行比较。 在最简单的情况下,它将粒子中心的深度值与粒子到相机的距离进行比较。
你可以在这里看到更多: docs.google.com/document/d/1NcfNhrp5kZoxbPIVS4eOEJiC3AVhqlvYYK4qPZ19pN8/edit?usp=sharing
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