I want to add support for anamorphic lens flare effect in my engine.
I was wondering if somebody can share main implementation ideas.
How did you implement it in your studio?
In particular:
1. I'm interested in a screen-space approach. I don't want to splat sprites on top of the rendered image.
2. If I want to favor blue tint over other colors, how should I take into account pure red and green light sources? (second image below). In the first image, the explosion is not blue yet the flare has a blue tint. This is more a discussion point. I'm interested to hear opinions / ideas.
3. In these images, how did they get the “thin” anamorphic flare? Unless it's a combination of bloom and anamorphic flare, I'm not clear how they made it looked “compressed”.
4. I want to do processing in quarter res, artifacts pitfalls and mitigations?
Thanks!
![](https://uploads.gamedev.net/forums/monthly_2020_04/7e4f85e0b24248778c0fef55e6527489.image.png)
![](https://uploads.gamedev.net/forums/monthly_2020_04/1ffc8aaccb5947b8b40ea25b3cad4baf.image.png)