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Improve Bloom 3D lighting (#11981)
- With the recent lighting changes, the default configuration in the
`bloom_3d` example is less clear what bloom actually does
- See [this
screenshot](4fdb1455d5 (r1494648414)
)
for a comparison.
- `bloom_3d` additionally uses a for-loop to spawn the spheres, which
can be turned into `commands::spawn_batch` call.
- The text is black, which is difficult to see on the gray background.
- Increase emmisive values of materials.
- Set text to white.
Before:
<img width="1392" alt="before"
src="https://github.com/bevyengine/bevy/assets/59022059/757057ad-ed9f-4eed-b135-8e2032fcdeb5">
After:
<img width="1392" alt="image"
src="https://github.com/bevyengine/bevy/assets/59022059/3f9dc7a8-94b2-44b9-8ac3-deef1905221b">
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
This commit is contained in:
parent
0767e62112
commit
3c3241a803
2 changed files with 11 additions and 6 deletions
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@ -106,6 +106,8 @@ pub struct BloomSettings {
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impl BloomSettings {
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/// The default bloom preset.
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///
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/// This uses the [`EnergyConserving`](BloomCompositeMode::EnergyConserving) composite mode.
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pub const NATURAL: Self = Self {
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intensity: 0.15,
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low_frequency_boost: 0.7,
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@ -35,19 +35,20 @@ fn setup_scene(
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transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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},
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BloomSettings::default(), // 3. Enable bloom for the camera
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// 3. Enable bloom for the camera
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BloomSettings::NATURAL,
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));
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let material_emissive1 = materials.add(StandardMaterial {
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emissive: Color::rgb_linear(2300.0, 900.0, 300.0), // 4. Put something bright in a dark environment to see the effect
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emissive: Color::rgb_linear(23000.0, 9000.0, 3000.0), // 4. Put something bright in a dark environment to see the effect
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..default()
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});
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let material_emissive2 = materials.add(StandardMaterial {
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emissive: Color::rgb_linear(300.0, 2300.0, 900.0),
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emissive: Color::rgb_linear(3000.0, 23000.0, 9000.0),
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..default()
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});
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let material_emissive3 = materials.add(StandardMaterial {
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emissive: Color::rgb_linear(900.0, 300.0, 2300.0),
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emissive: Color::rgb_linear(9000.0, 3000.0, 23000.0),
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..default()
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});
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let material_non_emissive = materials.add(StandardMaterial {
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@ -59,6 +60,8 @@ fn setup_scene(
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for x in -5..5 {
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for z in -5..5 {
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// This generates a pseudo-random integer between `[0, 6)`, but deterministically so
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// the same spheres are always the same colors.
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let mut hasher = DefaultHasher::new();
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(x, z).hash(&mut hasher);
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let rand = (hasher.finish() - 2) % 6;
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@ -89,7 +92,7 @@ fn setup_scene(
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"",
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TextStyle {
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font_size: 20.0,
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color: Color::BLACK,
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color: Color::WHITE,
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..default()
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},
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)
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@ -218,7 +221,7 @@ fn update_bloom_settings(
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*text = "Bloom: Off (Toggle: Space)".to_string();
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if keycode.just_pressed(KeyCode::Space) {
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commands.entity(entity).insert(BloomSettings::default());
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commands.entity(entity).insert(BloomSettings::NATURAL);
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}
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}
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}
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