About Unity LensFlare system ( not image effect )

  • Is it possible to make the flare disappeared faster/instantly when the light source is not visible or blocked by an object??, It’s always take time for the flare to disappeared not instantly (well this is a weird behaviour, imo).
  • How to make the flare affected by the light source visibility (literaly). I mean the current lens flare use collider to define the flare on/off system, and that resulting some weird behaviour for example the flare still visible in front of the leaves while the light source is blocked by the leaves.
  • The Lens Flare system is still being developed right? I mean, i’m hoping for the better system for the lens flare by using the light source visibility to define the lens flare should be visible or not.
  • Oh and one more thing about Halo, is it possible to override the default built in halo shader? and how to do that? i already tried to put my modified halo shader but there’s no effect at all. To be honest i just want to adding depth biased alpha to the halo shader so it can blended with the scene. ( I know it’s a little bit OOT from the lens flare system :P)

I guess that’s it for now. Thanks for reading this :slight_smile:

-rea-

This page should answer your questions: Unity - Manual: Flare asset

Um to be honest i’m still can’t get the normal behaviour of lens flare (it’s still not disappear instantly when the light source is blocked)
http://dl.dropbox.com/u/17532280/WebPlayer/Lens%20Flare%20Test/WebPlayer/fade.html
http://dl.dropbox.com/u/17532280/WebPlayer/Lens%20Flare%20Test/WebPlayer/nofade.html
To be honest i didn’t see any difference between those two, don’t know why.
How about the tree leaves case? and about the 3rd and 4th question??
Sorry for the trouble aNTeNNa trEE, didn’t mean to rant or something else. I’m just qurious :p, since lens flare can give us cinematic feel to the game i think it’s important :).

ty
-rea-