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blendFunction={BlendFunction.Screen} // The blend function of this effect.
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enabled={true} // Boolean to enable/disable the effect.
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opacity={1.0} // The opacity for this effect. Default: 1.0
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starBurst={true} // Boolean to enable/disable the start burst effect. Can be disabled to improve performance.
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glareSize={0.96} // The glare size. Default: 0.2
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followMouse={false} // Set it to follow the mouse, ignoring the lens position. Default: false
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lensPosition={[0, 0.5, 0]} // The position of the lens flare in 3d space.
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starPoints={6} // The number of points for the star. Default: 6
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flareSize={0.01} // The flare side. Default 0.01
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flareSpeed={0.01} // The flare animation speed. Default 0.01
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flareShape={0.01} // Changes the appearance to anamorphic. Default 0.01
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animated={true} // Animated flare. Default: true
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anamorphic={false} //Set the appearance to full anamorphic. Default: false
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colorGain={newTHREE.Color(70, 70, 70)} // Set the color gain for the lens flare. Must be a THREE.Color in RBG format.
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lensDirtTexture={'/lensDirtTexture.png'} // Texture to be used as color dirt for starburst effect.
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haloScale={0.5} // The halo scale. Default: 0.5
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secondaryGhosts={true} // Option to enable/disable secondary ghosts. Default: true.
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ghostScale={0.0} // Option to enable/disable secondary ghosts. Default: true.
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aditionalStreaks={true} // Option to enable/disable aditional streaks. Default: true.
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smoothTime={0.07} // The time that it takes to fade the occlusion. Default: 0.07
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/>
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)
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return<LensFlare />
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```
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####Ignoring occlusion on some objects
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## Ignoring occlusion on some objects
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To disable the occlusion effect, simply add `userData={{ lensflare: 'no-occlusion' }}` to your object/mesh props.
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####Improving performance
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## Improving performance
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Use bvh `<bvh><Scene></bvh>` to enhance the internal raycaster performance.
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####Limitations
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## Limitations
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The Ultimate Lens Flare leverages the raycaster to examine the material type of objects and determine if they are `MeshTransmissionMaterial` or `MeshPhysicalMaterial`. It checks for the transmission parameter to identify glass-like materials. Therefore, for an object to behave like glass, its material should have either `transmission = 1` or `transparent = true` and `opacity = NUMBER`. The effect automatically interprets the opacity `NUMBER` value to determine the brightness of the flare.
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