Assets : ( All textures were generated with my own internal tool )
- 1 Master Material
- 21 Materials Instance Constant ( Presets )
- 18 Textures Flare ( 4k , 2k )
- 36 Texture Ghost ( 512×512 )
- 8 Texture Mask ( 2k )
- 8 Texture Noise ( 64×64 )
- 13 Texture Tint ( 64×64 )
- 1 Master Actor ( Billboard Material Component )
- Demos File (Level, SM, Mat)
Supported Development Platforms: Any
Important/Additional Notes: Required Unreal engine 4.25 or higher
Path of content : /Content/Cy_Billboard_LensFlare/
资产 : (所有纹理都是用我自己的内部工具生成的)
- 1主材料
- 21材质实例常量(预设)
- 18纹理耀斑(4k,2k)
- 36纹理鬼(512×512)
- 8纹理蒙版(2k)
- 8纹理噪声(64×64)
- 13纹理色调(64×64)
- 1主演员(广告牌材质组件)
- 演示文件(水平、SM、Mat)
支持的开发平台: 任何
重要/附加注意事项: 所需虚幻引擎4.25或更高版本
内容路径 : /内容/Cy_Billboard_LensFlare/
v1.1.1b ( Include Experimantal PostProcess Version )
Warning : does not currently work with path tracing. ( test in 5.2 ) , current error in 5.4 (Occlusion flickering), currently being fixed
Disclaimer : The scenes in the presentation images are not included in the content, except the demo level.
Scene used ( InfiltratorDemo by epic , PersonalScene with NASA HDRI ).
Contrary to the lensflare based on the rendering on the screen in post process, the lensflare billboard is rendered in the world on a simple plane, that allows to have more control on the rendering of this one, and to use several different flare, but has a more important blow to a significant number of instance.
The lensflare billboard is intended to be used on local sources such as high power lamps or the sun.
Entirely coded in Shader Material with 80% in HLSL (custom node), and is therefore only on the GPU side, it allows to be very powerful.
Fully configurable by constant material instance, includes high quality textures.
Feature :
- Billboard Shader WPO : Allows to perform an automatic rotation that faces the camera
- Distance to Camera WPO : Allows to put the billboard in front of the camera
- Fade Occlusion : As the billboard passes in front of everything and can be in disabled depth test, there is an occlusion test to progressively hide the flare when it is more visible, the number of tests can be configured to be more precise, and the distance of the points is based on the uv of the screen.
- Flare : Central Flare which is based on a texture .
- Center HighLight : Allows to add a strong Fake light ( Only high value, no light simulation ) in the center of the lensflare, the goal is to play with the rendering of the post process and for example to force the rendering of the bloom on the lensflare.
- Ghost : Render reflections on the lens, fully parametric and use a texture to render the reflections. The number is unlimited and with the advanced ghost, it is possible to use texture to render the different color of the reflection.
- Lens Relfection : Renders a reflection and difraction effect on the front lens, with a chromatic distortion effect.
- LighShaft : Render a local light shaft effect.
2023-05-02 Update v1.1
- – FixBug : Correction of occlusion tests
- – NEW : Ghost Screen Colorize : Possibility to colorize ghosts according to their position on the screen.
- – NEW : Parametric Ghost : New ghost totally parametric one by one, with a posibility of 8 max.
- – NEW : Flare Power By ScreenPosition : Additional option to the flare that allows to increase its intensity when it is in the center of the screen.
- – NEW : Flare Diffuse : Addition of a new simple flare of diffused light to the flare by texture.
- – NEW : Actor : Move Billboard to sun ( Directional Light )
- – NEW : Actor : Occlusion by Sphere trace.
2023-12-20 Update v1.1.1b
- Small Sampling Optimisation
- Experimantal PostProcess Version ( no documentation available at the moment )
Performance : ( Flare Texture 2048 RGBA 16f , Ghost Texture 512 RGBA 16f , AdvancedGhost NoiseTexture 1600 Bad , AdvancedGhost Tint Texture 256×16 Bad LUT texture )
- Simple Occlusion + Flare : 0.08ms
- FadeOcclusion(4*8) + Flare : 0.31ms
- FadeOcclusion(4*8) + Flare + HighLight : 0.33ms
- FadeOcclusion(4*8) + Flare + HighLight + Simple Ghost ( 20 ) : 0.52ms
- FadeOcclusion(4*8) + Flare + HighLight + Advanced Ghost ( 20 ) : 0.93ms
- FadeOcclusion(4*8) + Flare + HighLight + Advanced Ghost ( 20 ) + LensReflect : 1.08ms
- FadeOcclusion(4*8) + Flare + HighLight + Advanced Ghost ( 20 ) + LensReflect + LightShaft ( 8 samples ) : 1.33ms
- FadeOcclusion(4*8) + Flare + HighLight + Advanced Ghost ( 20 ) + LensReflect + LightShaft ( 32 samples ) : 1.91ms
The performance can be largely impacted by the configuration of the used texture, it is necessary to pay attention to use the mipmap and the good compression ( Effect ).
The number of samples for the light shaft can also have an impact on the performance, it is advised not to exceed 16 samples in the case of a video game, but you can increase strongly in the case of a cinematic rendering.
Recommended texture size :
Base Flare : 2048×2048 RBGA 16f (HDR Compressed BC6H , Texture group Effect)
Ghost : 512×512 RBGA 16f (HDR Compressed BC6H , Texture group Effect)
v1.1.1b(包括实验后处理版本)
警告 : 目前不使用路径跟踪。 (测试在5.2) , 5.4中的当前错误(遮挡闪烁),目前正在修复
免责声明 : 演示图像中的场景不包括在内容中,演示级别除外。
使用的场景(由epic,PersonalScene与NASA HDRI的InfiltratorDemo)。
与在后期处理中基于屏幕上渲染的lensflare相反,lensflare广告牌在世界上呈现在一个简单的平面上,允许对此的渲染进行更多控制,并使用几个不同的耀斑,但对显
Lensflare广告牌打算用于本地来源,如高功率灯或太阳。
完全编码在着色器材料与80%在HLSL(自定义节点),因此只在GPU方面,它允许是非常强大的。
完全可配置的常量材质实例,包括高质量的纹理。
特征 :
- 广告牌着色器WPO :允许执行面向相机的自动旋转
- 与摄影机WPO的距离 :允许将广告牌放在相机前面
- 淡化遮挡 :由于广告牌在所有东西前面通过并且可以进行深度测试,因此有一个遮挡测试,以便在更可见时逐步隐藏耀斑,测试次数可以配置为更精确,并且点的距离
- 耀斑 :基于纹理的中央耀斑。
- 中心亮点 :允许添加强烈的假光(只有高值,没有光模拟 ) 在lensflare的中心,目标是玩后期处理的渲染,例如强制渲染lensflare上的bloom。
- 幽灵 :在镜头上渲染反射,完全参数化并使用纹理渲染反射。 数量是无限的,与先进的幽灵,可以使用纹理渲染不同颜色的反射。
- L恩斯Relfection :在前镜头上呈现反射和difraction效果,具有色度失真效果。
- [医]轻轴 :渲染局部光轴效果。
2023-05-02更新v1.1
- – [医]固定虫 :校正遮挡测试
- – 新的 :幽灵屏幕着色:根据幽灵在屏幕上的位置给它们着色的可能性。
- – 新的 :参数幽灵:新的幽灵完全参数一个一个,posibility为8最大。
- – 新的 :Flare Power By ScreenPosition:额外的选项耀斑,允许增加其强度时,它是在屏幕的中心。
- – 新的 :耀斑漫射:通过纹理向耀斑添加一个新的简单的漫射光耀斑。
- – 新的 演员:移动广告牌到太阳(定向光)
- – 新的 :演员:球体轨迹遮挡。
2023-12-20更新v1.1.1b
- 小样本优化
- 实验后处理版本(目前没有可用的文档)
工作表现 : (Flare纹理2048RGBA16f,Ghost纹理512RGBA16f,AdvancedGhost NoiseTexture1600Bad,AdvancedGhost Tint纹理256x16Bad LUT纹理)
- 简单遮挡+耀斑 : 0.08毫秒
- FadeOcclusion(4*8)+耀斑 : 0.31毫秒
- FadeOcclusion(4*8)+耀斑+高光 : 0.33毫秒
- FadeOcclusion(4*8)+Flare+HighLight+Simple Ghost(20) : 0.52毫秒
- FadeOcclusion(4*8)+耀斑+高光+高级幽灵(20) : 0.93毫秒
- FadeOcclusion(4*8)+Flare+HighLight+高级幽灵(20)+LensReflect : 1.08毫秒
- FadeOcclusion(4*8)+Flare+HighLight+高级幽灵(20)+LensReflect+LightShaft(8个样本) : 1.33毫秒
- FadeOcclusion(4*8)+Flare+HighLight+高级幽灵(20)+LensReflect+LightShaft(32个样本) : 1.91毫秒
性能可以在很大程度上受到所用纹理的配置的影响,有必要注意使用mipmap和良好的压缩(效果)。
光轴的样本数量也会对性能产生影响,建议在视频游戏的情况下不要超过16个样本,但在电影渲染的情况下可以强烈增加。
推荐纹理尺寸 :
基地耀斑 : 2048X2048RBGA16f(HDR压缩BC6H,纹理组效果)
幽灵 :512X512RBGA16f(HDR压缩BC6H,纹理组效果)
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