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[Fix] Lens Flare visible when being behind a camera with Panini Projection on (case 1370214) #6293

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Nov 16, 2021
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Original file line number Diff line number Diff line change
Expand Up @@ -666,6 +666,12 @@ static public void DoLensFlareDataDrivenCommon(Material lensFlareShader, LensFla
}

Vector3 diffToObject = positionWS - cameraPositionWS;
// Check if the light is forward, can be an issue with,
// the math associated to Panini projection
if (Vector3.Dot(cam.transform.forward, diffToObject) < 0.0f)
{
continue;
}
float distToObject = diffToObject.magnitude;
float coefDistSample = distToObject / comp.maxAttenuationDistance;
float coefScaleSample = distToObject / comp.maxAttenuationScale;
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1 change: 1 addition & 0 deletions com.unity.render-pipelines.high-definition/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -62,6 +62,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed light unit conversion after changing mid gray value.
- Fixed Focus distance in path traced depth of field now takes into account the focus mode setting (volume vs camera).
- Fixed stencil buffer resolve when MSAA is enabled so that OR operator is used instead of picking the last sample.
- Fixed Lens Flare visible when being behind a camera with Panini Projection on (case 1370214);

### Changed
- Use RayTracingAccelerationStructure.CullInstances to filter Renderers and populate the acceleration structure with ray tracing instances for improved CPU performance on the main thread.
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