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Tweak bloom docs (#7907)
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1 changed files with 8 additions and 2 deletions
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@ -15,8 +15,7 @@ use bevy_render::{extract_component::ExtractComponent, prelude::Camera};
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///
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/// **Bloom is currently not compatible with WebGL2.**
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///
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/// Often used in conjunction with `bevy_pbr::StandardMaterial::emissive`
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/// for 3d meshes or [`bevy_render::color::Color::Hsla`]`::lightness` for 2d sprites.
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/// Often used in conjunction with `bevy_pbr::StandardMaterial::emissive` for 3d meshes.
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///
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/// Bloom is best used alongside a tonemapping function that desaturates bright colors,
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/// such as [`crate::tonemapping::Tonemapping::TonyMcMapface`].
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@ -30,6 +29,13 @@ use bevy_render::{extract_component::ExtractComponent, prelude::Camera};
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pub struct BloomSettings {
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/// Controls the baseline of how much the image is scattered (default: 0.15).
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///
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/// This parameter should be used only to control the strength of the bloom
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/// for the scene as a whole. Increasing it too much will make the scene appear
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/// blurry and over-exposed.
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///
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/// To make a mesh glow brighter, rather than increase the bloom intensity,
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/// you should increase the mesh's `emissive` value.
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///
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/// # In energy-conserving mode
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/// The value represents how likely the light is to scatter.
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///
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