Tweak bloom docs (#7907)

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JMS55 2023-03-05 18:09:47 +00:00
parent 05b1a6d0b5
commit 0f1754341b

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