Add Distance and Atmospheric Fog support (#6412)
<img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873533-44c029af-13b7-4740-8ea3-af96bd5867c9.png">
<img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873549-36be7a23-b341-42a2-8a9f-ceea8ac7a2b8.png">
# Objective
- Add support for the “classic” distance fog effect, as well as a more advanced atmospheric fog effect.
## Solution
This PR:
- Introduces a new `FogSettings` component that controls distance fog per-camera.
- Adds support for three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog;
- Adds support for directional light influence over fog color;
- Extracts fog via `ExtractComponent`, then uses a prepare system that sets up a new dynamic uniform struct (`Fog`), similar to other mesh view types;
- Renders fog in PBR material shader, as a final adjustment to the `output_color`, after PBR is computed (but before tone mapping);
- Adds a new `StandardMaterial` flag to enable fog; (`fog_enabled`)
- Adds convenience methods for easier artistic control when creating non-linear fog types;
- Adds documentation around fog.
---
## Changelog
### Added
- Added support for distance-based fog effects for PBR materials, controllable per-camera via the new `FogSettings` component;
- Added `FogFalloff` enum for selecting between three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog;
2023-01-29 15:28:56 +00:00
|
|
|
//! This interactive example shows how to use distance fog,
|
|
|
|
//! and allows playing around with different fog settings.
|
|
|
|
//!
|
|
|
|
//! ## Controls
|
|
|
|
//!
|
|
|
|
//! | Key Binding | Action |
|
|
|
|
//! |:-------------------|:------------------------------------|
|
|
|
|
//! | `1` / `2` / `3` | Fog Falloff Mode |
|
|
|
|
//! | `A` / `S` | Move Start Distance (Linear Fog) |
|
|
|
|
//! | | Change Density (Exponential Fogs) |
|
|
|
|
//! | `Z` / `X` | Move End Distance (Linear Fog) |
|
|
|
|
//! | `-` / `=` | Adjust Fog Red Channel |
|
|
|
|
//! | `[` / `]` | Adjust Fog Green Channel |
|
|
|
|
//! | `;` / `'` | Adjust Fog Blue Channel |
|
|
|
|
//! | `.` / `?` | Adjust Fog Alpha Channel |
|
|
|
|
|
|
|
|
use bevy::{
|
|
|
|
pbr::{NotShadowCaster, NotShadowReceiver},
|
|
|
|
prelude::*,
|
|
|
|
};
|
|
|
|
|
|
|
|
fn main() {
|
|
|
|
App::new()
|
|
|
|
.add_plugins(DefaultPlugins)
|
2023-03-18 01:45:34 +00:00
|
|
|
.add_systems(
|
|
|
|
Startup,
|
|
|
|
(setup_camera_fog, setup_pyramid_scene, setup_instructions),
|
|
|
|
)
|
|
|
|
.add_systems(Update, update_system)
|
Add Distance and Atmospheric Fog support (#6412)
<img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873533-44c029af-13b7-4740-8ea3-af96bd5867c9.png">
<img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873549-36be7a23-b341-42a2-8a9f-ceea8ac7a2b8.png">
# Objective
- Add support for the “classic” distance fog effect, as well as a more advanced atmospheric fog effect.
## Solution
This PR:
- Introduces a new `FogSettings` component that controls distance fog per-camera.
- Adds support for three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog;
- Adds support for directional light influence over fog color;
- Extracts fog via `ExtractComponent`, then uses a prepare system that sets up a new dynamic uniform struct (`Fog`), similar to other mesh view types;
- Renders fog in PBR material shader, as a final adjustment to the `output_color`, after PBR is computed (but before tone mapping);
- Adds a new `StandardMaterial` flag to enable fog; (`fog_enabled`)
- Adds convenience methods for easier artistic control when creating non-linear fog types;
- Adds documentation around fog.
---
## Changelog
### Added
- Added support for distance-based fog effects for PBR materials, controllable per-camera via the new `FogSettings` component;
- Added `FogFalloff` enum for selecting between three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog;
2023-01-29 15:28:56 +00:00
|
|
|
.run();
|
|
|
|
}
|
|
|
|
|
|
|
|
fn setup_camera_fog(mut commands: Commands) {
|
|
|
|
commands.spawn((
|
|
|
|
Camera3dBundle::default(),
|
|
|
|
FogSettings {
|
|
|
|
color: Color::rgba(0.05, 0.05, 0.05, 1.0),
|
|
|
|
falloff: FogFalloff::Linear {
|
|
|
|
start: 5.0,
|
|
|
|
end: 20.0,
|
|
|
|
},
|
|
|
|
..default()
|
|
|
|
},
|
|
|
|
));
|
|
|
|
}
|
|
|
|
|
|
|
|
fn setup_pyramid_scene(
|
|
|
|
mut commands: Commands,
|
|
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
|
|
) {
|
|
|
|
let stone = materials.add(StandardMaterial {
|
|
|
|
base_color: Color::hex("28221B").unwrap(),
|
|
|
|
perceptual_roughness: 1.0,
|
|
|
|
..default()
|
|
|
|
});
|
|
|
|
|
|
|
|
// pillars
|
|
|
|
for (x, z) in &[(-1.5, -1.5), (1.5, -1.5), (1.5, 1.5), (-1.5, 1.5)] {
|
|
|
|
commands.spawn(PbrBundle {
|
|
|
|
mesh: meshes.add(Mesh::from(shape::Box {
|
|
|
|
min_x: -0.5,
|
|
|
|
max_x: 0.5,
|
|
|
|
min_z: -0.5,
|
|
|
|
max_z: 0.5,
|
|
|
|
min_y: 0.0,
|
|
|
|
max_y: 3.0,
|
|
|
|
})),
|
|
|
|
material: stone.clone(),
|
|
|
|
transform: Transform::from_xyz(*x, 0.0, *z),
|
|
|
|
..default()
|
|
|
|
});
|
|
|
|
}
|
|
|
|
|
|
|
|
// orb
|
|
|
|
commands.spawn((
|
|
|
|
PbrBundle {
|
|
|
|
mesh: meshes.add(Mesh::try_from(shape::Icosphere::default()).unwrap()),
|
|
|
|
material: materials.add(StandardMaterial {
|
|
|
|
base_color: Color::hex("126212CC").unwrap(),
|
|
|
|
reflectance: 1.0,
|
|
|
|
perceptual_roughness: 0.0,
|
|
|
|
metallic: 0.5,
|
|
|
|
alpha_mode: AlphaMode::Blend,
|
|
|
|
..default()
|
|
|
|
}),
|
|
|
|
transform: Transform::from_scale(Vec3::splat(1.75))
|
|
|
|
.with_translation(Vec3::new(0.0, 4.0, 0.0)),
|
|
|
|
..default()
|
|
|
|
},
|
|
|
|
NotShadowCaster,
|
|
|
|
NotShadowReceiver,
|
|
|
|
));
|
|
|
|
|
|
|
|
// steps
|
|
|
|
for i in 0..50 {
|
|
|
|
let size = i as f32 / 2.0 + 3.0;
|
|
|
|
let y = -i as f32 / 2.0;
|
|
|
|
commands.spawn(PbrBundle {
|
|
|
|
mesh: meshes.add(Mesh::from(shape::Box {
|
|
|
|
min_x: -size,
|
|
|
|
max_x: size,
|
|
|
|
min_z: -size,
|
|
|
|
max_z: size,
|
|
|
|
min_y: 0.0,
|
|
|
|
max_y: 0.5,
|
|
|
|
})),
|
|
|
|
material: stone.clone(),
|
|
|
|
transform: Transform::from_xyz(0.0, y, 0.0),
|
|
|
|
..default()
|
|
|
|
});
|
|
|
|
}
|
|
|
|
|
|
|
|
// sky
|
|
|
|
commands.spawn(PbrBundle {
|
|
|
|
mesh: meshes.add(Mesh::from(shape::Box::default())),
|
|
|
|
material: materials.add(StandardMaterial {
|
|
|
|
base_color: Color::hex("888888").unwrap(),
|
|
|
|
unlit: true,
|
|
|
|
cull_mode: None,
|
|
|
|
..default()
|
|
|
|
}),
|
|
|
|
transform: Transform::from_scale(Vec3::splat(1_000_000.0)),
|
|
|
|
..default()
|
|
|
|
});
|
|
|
|
|
|
|
|
// light
|
|
|
|
commands.spawn(PointLightBundle {
|
|
|
|
transform: Transform::from_xyz(0.0, 1.0, 0.0),
|
|
|
|
point_light: PointLight {
|
|
|
|
intensity: 1500.,
|
|
|
|
range: 100.,
|
|
|
|
shadows_enabled: true,
|
|
|
|
..default()
|
|
|
|
},
|
|
|
|
..default()
|
|
|
|
});
|
|
|
|
}
|
|
|
|
|
2023-04-21 22:30:18 +00:00
|
|
|
fn setup_instructions(mut commands: Commands) {
|
2023-04-26 19:52:31 +00:00
|
|
|
commands.spawn(
|
|
|
|
TextBundle::from_section(
|
|
|
|
"",
|
|
|
|
TextStyle {
|
|
|
|
font_size: 20.0,
|
|
|
|
..default()
|
|
|
|
},
|
|
|
|
)
|
|
|
|
.with_style(Style {
|
|
|
|
position_type: PositionType::Absolute,
|
|
|
|
top: Val::Px(12.0),
|
|
|
|
left: Val::Px(12.0),
|
2023-04-21 22:30:18 +00:00
|
|
|
..default()
|
2023-04-26 19:52:31 +00:00
|
|
|
}),
|
|
|
|
);
|
Add Distance and Atmospheric Fog support (#6412)
<img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873533-44c029af-13b7-4740-8ea3-af96bd5867c9.png">
<img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873549-36be7a23-b341-42a2-8a9f-ceea8ac7a2b8.png">
# Objective
- Add support for the “classic” distance fog effect, as well as a more advanced atmospheric fog effect.
## Solution
This PR:
- Introduces a new `FogSettings` component that controls distance fog per-camera.
- Adds support for three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog;
- Adds support for directional light influence over fog color;
- Extracts fog via `ExtractComponent`, then uses a prepare system that sets up a new dynamic uniform struct (`Fog`), similar to other mesh view types;
- Renders fog in PBR material shader, as a final adjustment to the `output_color`, after PBR is computed (but before tone mapping);
- Adds a new `StandardMaterial` flag to enable fog; (`fog_enabled`)
- Adds convenience methods for easier artistic control when creating non-linear fog types;
- Adds documentation around fog.
---
## Changelog
### Added
- Added support for distance-based fog effects for PBR materials, controllable per-camera via the new `FogSettings` component;
- Added `FogFalloff` enum for selecting between three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog;
2023-01-29 15:28:56 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
fn update_system(
|
|
|
|
mut camera: Query<(&mut FogSettings, &mut Transform)>,
|
|
|
|
mut text: Query<&mut Text>,
|
|
|
|
time: Res<Time>,
|
|
|
|
keycode: Res<Input<KeyCode>>,
|
|
|
|
) {
|
|
|
|
let now = time.elapsed_seconds();
|
|
|
|
let delta = time.delta_seconds();
|
|
|
|
|
|
|
|
let (mut fog, mut transform) = camera.single_mut();
|
|
|
|
let mut text = text.single_mut();
|
|
|
|
|
|
|
|
// Orbit camera around pyramid
|
|
|
|
let orbit_scale = 8.0 + (now / 10.0).sin() * 7.0;
|
|
|
|
*transform = Transform::from_xyz(
|
|
|
|
(now / 5.0).cos() * orbit_scale,
|
|
|
|
12.0 - orbit_scale / 2.0,
|
|
|
|
(now / 5.0).sin() * orbit_scale,
|
|
|
|
)
|
|
|
|
.looking_at(Vec3::ZERO, Vec3::Y);
|
|
|
|
|
|
|
|
// Fog Information
|
|
|
|
text.sections[0].value = format!("Fog Falloff: {:?}\nFog Color: {:?}", fog.falloff, fog.color);
|
|
|
|
|
|
|
|
// Fog Falloff Mode Switching
|
|
|
|
text.sections[0]
|
|
|
|
.value
|
|
|
|
.push_str("\n\n1 / 2 / 3 - Fog Falloff Mode");
|
|
|
|
|
|
|
|
if keycode.pressed(KeyCode::Key1) {
|
|
|
|
if let FogFalloff::Linear { .. } = fog.falloff {
|
|
|
|
// No change
|
|
|
|
} else {
|
|
|
|
fog.falloff = FogFalloff::Linear {
|
|
|
|
start: 5.0,
|
|
|
|
end: 20.0,
|
|
|
|
};
|
|
|
|
};
|
|
|
|
}
|
|
|
|
|
|
|
|
if keycode.pressed(KeyCode::Key2) {
|
|
|
|
if let FogFalloff::Exponential { .. } = fog.falloff {
|
|
|
|
// No change
|
|
|
|
} else if let FogFalloff::ExponentialSquared { density } = fog.falloff {
|
|
|
|
fog.falloff = FogFalloff::Exponential { density };
|
|
|
|
} else {
|
|
|
|
fog.falloff = FogFalloff::Exponential { density: 0.07 };
|
|
|
|
};
|
|
|
|
}
|
|
|
|
|
|
|
|
if keycode.pressed(KeyCode::Key3) {
|
|
|
|
if let FogFalloff::Exponential { density } = fog.falloff {
|
|
|
|
fog.falloff = FogFalloff::ExponentialSquared { density };
|
|
|
|
} else if let FogFalloff::ExponentialSquared { .. } = fog.falloff {
|
|
|
|
// No change
|
|
|
|
} else {
|
|
|
|
fog.falloff = FogFalloff::Exponential { density: 0.07 };
|
|
|
|
};
|
|
|
|
}
|
|
|
|
|
|
|
|
// Linear Fog Controls
|
|
|
|
if let FogFalloff::Linear {
|
|
|
|
ref mut start,
|
|
|
|
ref mut end,
|
|
|
|
} = &mut fog.falloff
|
|
|
|
{
|
|
|
|
text.sections[0]
|
|
|
|
.value
|
|
|
|
.push_str("\nA / S - Move Start Distance\nZ / X - Move End Distance");
|
|
|
|
|
|
|
|
if keycode.pressed(KeyCode::A) {
|
|
|
|
*start -= delta * 3.0;
|
|
|
|
}
|
|
|
|
if keycode.pressed(KeyCode::S) {
|
|
|
|
*start += delta * 3.0;
|
|
|
|
}
|
|
|
|
if keycode.pressed(KeyCode::Z) {
|
|
|
|
*end -= delta * 3.0;
|
|
|
|
}
|
|
|
|
if keycode.pressed(KeyCode::X) {
|
|
|
|
*end += delta * 3.0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Exponential Fog Controls
|
|
|
|
if let FogFalloff::Exponential { ref mut density } = &mut fog.falloff {
|
|
|
|
text.sections[0].value.push_str("\nA / S - Change Density");
|
|
|
|
|
|
|
|
if keycode.pressed(KeyCode::A) {
|
|
|
|
*density -= delta * 0.5 * *density;
|
|
|
|
if *density < 0.0 {
|
|
|
|
*density = 0.0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if keycode.pressed(KeyCode::S) {
|
|
|
|
*density += delta * 0.5 * *density;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// ExponentialSquared Fog Controls
|
|
|
|
if let FogFalloff::ExponentialSquared { ref mut density } = &mut fog.falloff {
|
|
|
|
text.sections[0].value.push_str("\nA / S - Change Density");
|
|
|
|
|
|
|
|
if keycode.pressed(KeyCode::A) {
|
|
|
|
*density -= delta * 0.5 * *density;
|
|
|
|
if *density < 0.0 {
|
|
|
|
*density = 0.0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if keycode.pressed(KeyCode::S) {
|
|
|
|
*density += delta * 0.5 * *density;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// RGBA Controls
|
|
|
|
text.sections[0]
|
|
|
|
.value
|
|
|
|
.push_str("\n\n- / = - Red\n[ / ] - Green\n; / ' - Blue\n. / ? - Alpha");
|
|
|
|
|
|
|
|
if keycode.pressed(KeyCode::Minus) {
|
|
|
|
let r = (fog.color.r() - 0.1 * delta).max(0.0);
|
|
|
|
fog.color.set_r(r);
|
|
|
|
}
|
|
|
|
|
|
|
|
if keycode.pressed(KeyCode::Equals) {
|
|
|
|
let r = (fog.color.r() + 0.1 * delta).min(1.0);
|
|
|
|
fog.color.set_r(r);
|
|
|
|
}
|
|
|
|
|
2023-06-15 01:37:04 +00:00
|
|
|
if keycode.pressed(KeyCode::BracketLeft) {
|
Add Distance and Atmospheric Fog support (#6412)
<img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873533-44c029af-13b7-4740-8ea3-af96bd5867c9.png">
<img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873549-36be7a23-b341-42a2-8a9f-ceea8ac7a2b8.png">
# Objective
- Add support for the “classic” distance fog effect, as well as a more advanced atmospheric fog effect.
## Solution
This PR:
- Introduces a new `FogSettings` component that controls distance fog per-camera.
- Adds support for three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog;
- Adds support for directional light influence over fog color;
- Extracts fog via `ExtractComponent`, then uses a prepare system that sets up a new dynamic uniform struct (`Fog`), similar to other mesh view types;
- Renders fog in PBR material shader, as a final adjustment to the `output_color`, after PBR is computed (but before tone mapping);
- Adds a new `StandardMaterial` flag to enable fog; (`fog_enabled`)
- Adds convenience methods for easier artistic control when creating non-linear fog types;
- Adds documentation around fog.
---
## Changelog
### Added
- Added support for distance-based fog effects for PBR materials, controllable per-camera via the new `FogSettings` component;
- Added `FogFalloff` enum for selecting between three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog;
2023-01-29 15:28:56 +00:00
|
|
|
let g = (fog.color.g() - 0.1 * delta).max(0.0);
|
|
|
|
fog.color.set_g(g);
|
|
|
|
}
|
|
|
|
|
2023-06-15 01:37:04 +00:00
|
|
|
if keycode.pressed(KeyCode::BracketRight) {
|
Add Distance and Atmospheric Fog support (#6412)
<img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873533-44c029af-13b7-4740-8ea3-af96bd5867c9.png">
<img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873549-36be7a23-b341-42a2-8a9f-ceea8ac7a2b8.png">
# Objective
- Add support for the “classic” distance fog effect, as well as a more advanced atmospheric fog effect.
## Solution
This PR:
- Introduces a new `FogSettings` component that controls distance fog per-camera.
- Adds support for three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog;
- Adds support for directional light influence over fog color;
- Extracts fog via `ExtractComponent`, then uses a prepare system that sets up a new dynamic uniform struct (`Fog`), similar to other mesh view types;
- Renders fog in PBR material shader, as a final adjustment to the `output_color`, after PBR is computed (but before tone mapping);
- Adds a new `StandardMaterial` flag to enable fog; (`fog_enabled`)
- Adds convenience methods for easier artistic control when creating non-linear fog types;
- Adds documentation around fog.
---
## Changelog
### Added
- Added support for distance-based fog effects for PBR materials, controllable per-camera via the new `FogSettings` component;
- Added `FogFalloff` enum for selecting between three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog;
2023-01-29 15:28:56 +00:00
|
|
|
let g = (fog.color.g() + 0.1 * delta).min(1.0);
|
|
|
|
fog.color.set_g(g);
|
|
|
|
}
|
|
|
|
|
|
|
|
if keycode.pressed(KeyCode::Semicolon) {
|
|
|
|
let b = (fog.color.b() - 0.1 * delta).max(0.0);
|
|
|
|
fog.color.set_b(b);
|
|
|
|
}
|
|
|
|
|
|
|
|
if keycode.pressed(KeyCode::Apostrophe) {
|
|
|
|
let b = (fog.color.b() + 0.1 * delta).min(1.0);
|
|
|
|
fog.color.set_b(b);
|
|
|
|
}
|
|
|
|
|
|
|
|
if keycode.pressed(KeyCode::Period) {
|
|
|
|
let a = (fog.color.a() - 0.1 * delta).max(0.0);
|
|
|
|
fog.color.set_a(a);
|
|
|
|
}
|
|
|
|
|
|
|
|
if keycode.pressed(KeyCode::Slash) {
|
|
|
|
let a = (fog.color.a() + 0.1 * delta).min(1.0);
|
|
|
|
fog.color.set_a(a);
|
|
|
|
}
|
|
|
|
}
|