-
-
Notifications
You must be signed in to change notification settings - Fork 35.4k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Addons: Add LensflareNode
.
#29715
Addons: Add LensflareNode
.
#29715
Conversation
downSampleRatio = 4 | ||
} = params; | ||
|
||
this.ghostTint = ghostTint; |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
I think we can use ghostTint
externally?
const flare = flarePass.mul( color( 0xffffff ) )
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
It would be good to keep it internally for potential upcoming features. The tint is then processed in a way that produces different results than modulating the entire pass.
Related issue: -
Description
This PR adds an alternative way to add lens flares to a scene.
The existing
Lensflare
andLensflareMesh
modules use chained sprites to implement a basic flare effect. This is great but a more advanced approach can be achieved by using post processing. This particular implementation uses the output of bloom to generate flares in the scene. The coupling of bloom and lens flare produces a more natural and plausible look.There are various implementations on the web for implementing FX lens flares. This one uses a vary basic approach based on Chapman's work (linked in the code). The result is already nice but hopefully
LensflareNode
can be improved/enhanced over time.