ProFlares - Ultimate Lens Flares for Unity3D [RELEASED]

ProFlares is the ultimate lens flare plug-in for Unity3D. A complete set of editor tools for creating and animating realistic lens flares. ProFlares gives you the ability to create a vast array of different styles of lens flares with ease.

Download on the AssetStore - https://www.assetstore.unity3d.com/#/content/12845

ProFlares News -

Any questions email me, proflaresunity ( at ) gmail.com and I will pick them up as soon as I get back. Please included your invoice number as this allows me to prioritise support.

Latest Update v1.081 - Hot Fix - Fixed a bug causing problems with Flares using occlusion not working outside of the editor.

v1.08 - This update is focused on making ProFlares more flexible and even more stable. It’s now safe to save your ProFlares Setups as a prefab and instantiate them when necessary.

  • Official Unity5 Support
  • Refactored on how the ProFlares data is stored, making the package much more flexible.
  • Import and export flares as Json data.
  • Updated Oculus support
  • Scale flares based on their transform
  • Number of bug fixes

v1.05 - Major performance improvements, massively reduced CPU load

  • Flare Culling System
  • Improves performance for scenes with lots of flares
  • Minor Bug Fixes. - Fixed 4.5 deprecated code warnings.

v1.04 -

  • Added Oculus Rift Support
  • Unzip the OculusRift.zip to access.
  • Added single camera mode.
  • Minor bug fixes

Full Details Here - http://forum.unity3d.com/threads/proflares-ultimate-lens-flares-for-unity3d-released.208695/page-5#post-1677589

ProFlares Product Details -

Here is a short trailer, showing ProFlares in action.

https://vimeo.com/78303627

Artist Friendly -
Designed from the ground up to be used by artists, no code or scripting required. Just use the intuitive interface to create a flare from scratch or modify one of the many example flares included with ProFlares.

High Performance -
ProFlare is powered by a custom high performance automatic batching system that allows you to create multiple complex flares with only one draw call. ProFlares does this with no runtime allocations.

Multi platform -
ProFlares of course supports all platforms, and has been designed to scale from AAA desktop and console games all the way to mobile platforms.

Indie Friendly -
ProFlares doesn’t use any render to texture or image processing, so doesn’t require Unity3D Pro.

Professional Examples -
Included with ProFlares is a large collection of preset flares to get you started right away. Also included are a large selection of lens flare elements.

Easy Atlas Management -
Define your own texture atlas in Unity3D or even simpler import one from Texture Packer.

Web Player Demo -
See ProFlares demo in the Unity3D web player.



Recreate natural photoraphics lens flares, or stylised effects with ease.

I’m going to be posting more on updates and development, and tutorial videos here, so remember to check back or follow me on twitter - @ProFlares

Feel free to leave any thoughts or questions.

www.ProFlares.com

1 Like

Wow this is exactly something I wanted in unity! Good job :smile:

1 draw call for all flares, and off screen flares, this will be a must have :slight_smile:
any chance you test this with Oculus SDK prefab and verify compatibility ?

Subscribing to get updates about this. Sounds cool!

Wow…Finally, this is what missing in unity all this time since the native lens flare is kinda outdated :/.
Btw can you make a demo with objects as occluder?, something like some primitive mesh and trees maybe i’m curious how the flare occlusion behaves.
Does it have a glint feature (some flare reflection that happen/visible when the light source almost perfectly occluded by objects or offscreen)
and can it be occluded by tree leaves?

Yeah I will definitely check it out, I haven’t used the SDK but I cannot imagine it wouldn’t work. I’ve worked on a few 3D films and ‘In Camera’ effects are always tricky. As where do you place them in stereo 3D depth. I may need to add some extra controls so you can adjust this.

ProFlares has a system for adjusting the scale and brightness of lens flares when they get close to either the edge or centre of the screen( with adjustable ranges). Also this can be applied to individual lens elements, so gives some really fine grain control over a flare’s behaviour.

Flare occlusion currently works via rotation to camera, distance to camera, and a ray cast based
system. Currently I don’t have any support for testing against transparent geometry, but if it’s possible it’s something that I would really really like to add. I have a number occlusion improvements on the roadmap. I will setup a demo for this shortly.

Thanks for all the positive feedback!

Awesome. Definitely top of my shopping list.
Would you also give us a hint as to the pricing?

Btw can you show some screenshot for per lens flare element setting, really curious what feature do you have for this product.
It’s really looks like video copilot lens flare, if we can achieve the same result it would be awesome

That’s great thank you, I’ve still to determine price but it should be very reasonable.

Here is a screen shot of the current ProFlares Inspector,

Link - Working progress inspector

It’s all very much subject to change as I’m making it as nice to use as possible so things might get moved around and renamed so its really only a preview.

very cool. i notice that there’s no axis lock, like to lock per element so it’s only move on screen X or Y only. is it possible to add it?

Edit : after seeing your demo it’s looks like you already have it in the blue light, but it’s still following the light source Y axis, is it possible to add an option to specifies Y offset or static Y pos for it.

I think what your referencing is the anamorphic settings, I’ve got both vertical and horizontal modes. This can be used to either lock an element to only move in either X or Y axis, or even a mix of the two.

Also you can do a direct position offset in ether X or Y relative to the lens flare position.

Hi,

Just wanted to give you guys a quick update, I’ve now completed all the v1.0 features, so next I will be working on documentation/tutorials and plenty of examples to get you started.


Quick screenshot showing off 3 complex flares being all drawn with only one draw call.

Shouldn’t be much longer :smile:

Great news !
Any word about oculus rift compatibility ? :wink:

I had a little play with the oculus sdk, Unfortunately it’s not going to be something that will work out of the box. :frowning: But it is something that really interests me so even though its probably not going to be used much I want to spend more time figuring out how it could work. If sales go well I will order a dev kit right away. :slight_smile:

with this can you set it where flares fade and appear depending on the distance?

One draw call? Great :smile:

Yep, you can scale or fade flares based on distance to camera :slight_smile:

Ouch, that’s a shame. The flares look amazing but no Oculus support would probably be a deal-breaker for me, unfortunately.

Never say never, something I want to support.
I’ve got a big list of new features planned for after launch. I really want the users to help decide what goes in first… So it might be oclulus support or it might be dirt on the lens for only one extra draw call, who knows… :wink:

I’ve been fiddling with quite a few things that assume a single camera often assumed to be the only camera with the tag ‘MainCamera’ and that does mean some extra grind to get Oculus working but i’ve not failed thus far to manage it so i don’t think anyone should worry, they should sit down with your flares and figure it out for themselves if need be! Anyways this looks good, if I end up getting it i’ll see if I can make it work with my Rift if there’s no answer before then