bevy/pipelined/bevy_pbr2/Cargo.toml

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[package]
name = "bevy_pbr2"
version = "0.5.0"
edition = "2021"
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authors = [
"Bevy Contributors <bevyengine@gmail.com>",
"Carter Anderson <mcanders1@gmail.com>",
]
description = "Adds PBR rendering to Bevy Engine"
homepage = "https://bevyengine.org"
repository = "https://github.com/bevyengine/bevy"
license = "MIT"
keywords = ["bevy"]
[dependencies]
# bevy
bevy_app = { path = "../../crates/bevy_app", version = "0.5.0" }
bevy_asset = { path = "../../crates/bevy_asset", version = "0.5.0" }
bevy_core = { path = "../../crates/bevy_core", version = "0.5.0" }
bevy_core_pipeline = { path = "../bevy_core_pipeline", version = "0.5.0" }
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bevy_ecs = { path = "../../crates/bevy_ecs", version = "0.5.0" }
bevy_math = { path = "../../crates/bevy_math", version = "0.5.0" }
bevy_reflect = { path = "../../crates/bevy_reflect", version = "0.5.0", features = ["bevy"] }
bevy_render2 = { path = "../bevy_render2", version = "0.5.0" }
bevy_transform = { path = "../../crates/bevy_transform", version = "0.5.0" }
bevy_utils = { path = "../../crates/bevy_utils", version = "0.5.0" }
# other
bevy_pbr2: Add support for most of the StandardMaterial textures (#4) * bevy_pbr2: Add support for most of the StandardMaterial textures Normal maps are not included here as they require tangents in a vertex attribute. * bevy_pbr2: Ensure RenderCommandQueue is ready for PbrShaders init * texture_pipelined: Add a light to the scene so we can see stuff * WIP bevy_pbr2: back to front sorting hack * bevy_pbr2: Uniform control flow for texture sampling in pbr.frag From 'fintelia' on the Bevy Render Rework Round 2 discussion: "My understanding is that GPUs these days never use the "execute both branches and select the result" strategy. Rather, what they do is evaluate the branch condition on all threads of a warp, and jump over it if all of them evaluate to false. If even a single thread needs to execute the if statement body, however, then the remaining threads are paused until that is completed." * bevy_pbr2: Simplify texture and sampler names The StandardMaterial_ prefix is no longer needed * bevy_pbr2: Match default 'AmbientColor' of current bevy_pbr for now * bevy_pbr2: Convert from non-linear to linear sRGB for the color uniform * bevy_pbr2: Add pbr_pipelined example * Fix view vector in pbr frag to work in ortho * bevy_pbr2: Use a 90 degree y fov and light range projection for lights * bevy_pbr2: Add AmbientLight resource * bevy_pbr2: Convert PointLight color to linear sRGB for use in fragment shader * bevy_pbr2: pbr.frag: Rename PointLight.projection to view_projection The uniform contains the view_projection matrix so this was incorrect. * bevy_pbr2: PointLight is an OmniLight as it has a radius * bevy_pbr2: Factoring out duplicated code * bevy_pbr2: Implement RenderAsset for StandardMaterial * Remove unnecessary texture and sampler clones * fix comment formatting * remove redundant Buffer:from * Don't extract meshes when their material textures aren't ready * make missing textures in the queue step an error Co-authored-by: Aevyrie <aevyrie@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
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bitflags = "1.2"
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# direct dependency required for derive macro
bytemuck = { version = "1", features = ["derive"] }
crevice = { path = "../../crates/crevice", version = "0.6.0" }
wgpu = { version = "0.11.0", features = ["spirv"] }