Fix dim emissive values in lighting example (#12343)

# Objective

- Fixes #12330 

## Solution

- Increasing the emissive of the objects representing the lights.
This commit is contained in:
andristarr 2024-03-07 23:12:57 +01:00 committed by GitHub
parent 118424d64a
commit 432a4f1d85
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@ -5,7 +5,7 @@ use std::f32::consts::PI;
use bevy::{
color::palettes::css::*,
pbr::{light_consts, CascadeShadowConfigBuilder},
pbr::CascadeShadowConfigBuilder,
prelude::*,
render::camera::{Exposure, PhysicalCameraParameters},
};
@ -145,7 +145,7 @@ fn setup(
mesh: meshes.add(Sphere::new(0.1).mesh().uv(32, 18)),
material: materials.add(StandardMaterial {
base_color: RED.into(),
emissive: Color::linear_rgba(7.13, 0.0, 0.0, 0.0),
emissive: Color::linear_rgba(713.0, 0.0, 0.0, 0.0),
..default()
}),
..default()
@ -173,7 +173,7 @@ fn setup(
mesh: meshes.add(Capsule3d::new(0.1, 0.125)),
material: materials.add(StandardMaterial {
base_color: LIME.into(),
emissive: Color::linear_rgba(0.0, 7.13, 0.0, 0.0),
emissive: Color::linear_rgba(0.0, 713.0, 0.0, 0.0),
..default()
}),
..default()
@ -198,7 +198,7 @@ fn setup(
mesh: meshes.add(Sphere::new(0.1).mesh().uv(32, 18)),
material: materials.add(StandardMaterial {
base_color: BLUE.into(),
emissive: Color::linear_rgba(0.0, 0.0, 7.13, 0.0),
emissive: Color::linear_rgba(0.0, 0.0, 713.0, 0.0),
..default()
}),
..default()