Description
Warning : does not currently work with path tracing. ( test in 5.2 )
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 :
2023-05-02 Update v1.1
Performance : ( Flare Texture 2048 RGBA 16f , Ghost Texture 512 RGBA 16f , AdvancedGhost NoiseTexture 1600 Bad , AdvancedGhost Tint Texture 256×16 Bad LUT texture )
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)
Technical Details
Assets : ( All textures were generated with my own internal tool )
Supported Development Platforms: Any
Important/Additional Notes: Required Unreal engine 4.25 or higher
Path of content : /Content/Cy_Billboard_LensFlare/
Supported Engine Versions
4.25 – 4.27, 5.0 – 5.3