public record class LensFlareAssetGhosts, a halo and a starburst — what a bright source does to the rest of the frame.
Remarks
Not bloom with a different name. Bloom is light scattered a short way from where it landed; a flare is light that reflected between two lens elements and landed somewhere else. Where it lands is not arbitrary — a ghost sits on the line from the highlight through the centre of the frame — which is why the whole effect is one vector and a list of scales.
⚠ Before the tonemap and before !Bloom. A flare is light arriving at the sensor and has to be able to blow out. After the curve it is a wash over the picture, and a highlight already at white would gain a ghost brighter than itself.
⚠ Threshold is in the source's units. In a physically lit frame that is cd/m² and nothing is near one, so the default of one flares the floor. The same argument !Bloom's threshold makes, and the same failure if it is left alone.
Fields and properties (20)
public string NameThe node's name, for debug groups and for a human reading the file.
public bool EnabledWhether the node runs.
public string SourceThe linear HDR colour the flare is built from and added onto.
public string ViewThe view whose lens supplies the blade count, or empty for StarburstBlades.
public string OutputThe name the result is published under.
public PixelFormat FormatThe format of the target it declares.
public float ThresholdLuminance above which a pixel contributes to a flare.
public int GhostsHow many ghosts are traced along the centre vector.
public float GhostSpacingHow far apart consecutive ghosts are, as a fraction of the vector to the centre.
public float GhostIntensityHow bright the ghosts are.
public bool UseHaloWhether the halo ring is drawn.
public float HaloRadiusHow far out the halo ring sits, in UV.
public float HaloThicknessHow thick it is.
public float HaloIntensityHow bright it is.
public float ChromaticOffsetHow far the three channels are sampled apart, in UV. Zero is no fringing.
public bool UseStarburstWhether the diaphragm's diffraction spikes are drawn.
public float StarburstBladesHow many spikes, when no view supplies a blade count.
public float StarburstIntensityHow strongly the spikes modulate the ghosts.
public float StarburstAngleA rotation on the spike pattern, in radians.
public Vector3 TintA tint on the whole flare, for a lens with a coloured coating.
Used by (4)
- PostEffectFactoryVixen.Rendering.PostFx
- PostEffectTestsVixen.Rendering.PostFx.Tests
- TypeRegistrationVixen.Rendering.PostFx
- Vixen_Rendering_PostFx_LensFlareAssetSerializerVixen.Rendering.PostFx