mirror of
https://github.com/bevyengine/bevy
synced 2024-11-21 12:13:25 +00:00
Make PCSS experimental (#16382)
# Objective PCSS still has some fundamental issues (#16155). We should resolve them before "releasing" the feature. ## Solution 1. Rename the already-optional `pbr_pcss` cargo feature to `experimental_pbr_pcss` to better communicate its state to developers. 2. Adjust the description of the `experimental_pbr_pcss` cargo feature to better communicate its state to developers. 3. Gate PCSS-related light component fields behind that cargo feature, to prevent surfacing them to developers by default.
This commit is contained in:
parent
aab36f3951
commit
6beeaa89d3
10 changed files with 41 additions and 26 deletions
|
@ -405,7 +405,7 @@ pbr_multi_layer_material_textures = [
|
||||||
pbr_anisotropy_texture = ["bevy_internal/pbr_anisotropy_texture"]
|
pbr_anisotropy_texture = ["bevy_internal/pbr_anisotropy_texture"]
|
||||||
|
|
||||||
# Enable support for PCSS, at the risk of blowing past the global, per-shader sampler limit on older/lower-end GPUs
|
# Enable support for PCSS, at the risk of blowing past the global, per-shader sampler limit on older/lower-end GPUs
|
||||||
pbr_pcss = ["bevy_internal/pbr_pcss"]
|
experimental_pbr_pcss = ["bevy_internal/experimental_pbr_pcss"]
|
||||||
|
|
||||||
# Enable some limitations to be able to use WebGL2. Please refer to the [WebGL2 and WebGPU](https://github.com/bevyengine/bevy/tree/latest/examples#webgl2-and-webgpu) section of the examples README for more information on how to run Wasm builds with WebGPU.
|
# Enable some limitations to be able to use WebGL2. Please refer to the [WebGL2 and WebGPU](https://github.com/bevyengine/bevy/tree/latest/examples#webgl2-and-webgpu) section of the examples README for more information on how to run Wasm builds with WebGPU.
|
||||||
webgl2 = ["bevy_internal/webgl"]
|
webgl2 = ["bevy_internal/webgl"]
|
||||||
|
@ -3792,7 +3792,7 @@ wasm = true
|
||||||
name = "pcss"
|
name = "pcss"
|
||||||
path = "examples/3d/pcss.rs"
|
path = "examples/3d/pcss.rs"
|
||||||
doc-scrape-examples = true
|
doc-scrape-examples = true
|
||||||
required-features = ["pbr_pcss"]
|
required-features = ["experimental_pbr_pcss"]
|
||||||
|
|
||||||
[package.metadata.example.pcss]
|
[package.metadata.example.pcss]
|
||||||
name = "Percentage-closer soft shadows"
|
name = "Percentage-closer soft shadows"
|
||||||
|
|
|
@ -135,7 +135,7 @@ pbr_anisotropy_texture = [
|
||||||
]
|
]
|
||||||
|
|
||||||
# Percentage-closer soft shadows
|
# Percentage-closer soft shadows
|
||||||
pbr_pcss = ["bevy_pbr?/pbr_pcss"]
|
experimental_pbr_pcss = ["bevy_pbr?/experimental_pbr_pcss"]
|
||||||
|
|
||||||
# Optimise for WebGL2
|
# Optimise for WebGL2
|
||||||
webgl = [
|
webgl = [
|
||||||
|
|
|
@ -14,7 +14,7 @@ webgpu = []
|
||||||
pbr_transmission_textures = []
|
pbr_transmission_textures = []
|
||||||
pbr_multi_layer_material_textures = []
|
pbr_multi_layer_material_textures = []
|
||||||
pbr_anisotropy_texture = []
|
pbr_anisotropy_texture = []
|
||||||
pbr_pcss = []
|
experimental_pbr_pcss = []
|
||||||
shader_format_glsl = ["bevy_render/shader_format_glsl"]
|
shader_format_glsl = ["bevy_render/shader_format_glsl"]
|
||||||
trace = ["bevy_render/trace"]
|
trace = ["bevy_render/trace"]
|
||||||
ios_simulator = ["bevy_render/ios_simulator"]
|
ios_simulator = ["bevy_render/ios_simulator"]
|
||||||
|
|
|
@ -95,6 +95,7 @@ pub struct DirectionalLight {
|
||||||
///
|
///
|
||||||
/// Note that soft shadows are significantly more expensive to render than
|
/// Note that soft shadows are significantly more expensive to render than
|
||||||
/// hard shadows.
|
/// hard shadows.
|
||||||
|
#[cfg(feature = "experimental_pbr_pcss")]
|
||||||
pub soft_shadow_size: Option<f32>,
|
pub soft_shadow_size: Option<f32>,
|
||||||
|
|
||||||
/// A value that adjusts the tradeoff between self-shadowing artifacts and
|
/// A value that adjusts the tradeoff between self-shadowing artifacts and
|
||||||
|
@ -120,9 +121,10 @@ impl Default for DirectionalLight {
|
||||||
color: Color::WHITE,
|
color: Color::WHITE,
|
||||||
illuminance: light_consts::lux::AMBIENT_DAYLIGHT,
|
illuminance: light_consts::lux::AMBIENT_DAYLIGHT,
|
||||||
shadows_enabled: false,
|
shadows_enabled: false,
|
||||||
soft_shadow_size: None,
|
|
||||||
shadow_depth_bias: Self::DEFAULT_SHADOW_DEPTH_BIAS,
|
shadow_depth_bias: Self::DEFAULT_SHADOW_DEPTH_BIAS,
|
||||||
shadow_normal_bias: Self::DEFAULT_SHADOW_NORMAL_BIAS,
|
shadow_normal_bias: Self::DEFAULT_SHADOW_NORMAL_BIAS,
|
||||||
|
#[cfg(feature = "experimental_pbr_pcss")]
|
||||||
|
soft_shadow_size: None,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -61,6 +61,7 @@ pub struct PointLight {
|
||||||
///
|
///
|
||||||
/// Note that soft shadows are significantly more expensive to render than
|
/// Note that soft shadows are significantly more expensive to render than
|
||||||
/// hard shadows.
|
/// hard shadows.
|
||||||
|
#[cfg(feature = "experimental_pbr_pcss")]
|
||||||
pub soft_shadows_enabled: bool,
|
pub soft_shadows_enabled: bool,
|
||||||
|
|
||||||
/// A bias used when sampling shadow maps to avoid "shadow-acne", or false shadow occlusions
|
/// A bias used when sampling shadow maps to avoid "shadow-acne", or false shadow occlusions
|
||||||
|
@ -95,10 +96,11 @@ impl Default for PointLight {
|
||||||
range: 20.0,
|
range: 20.0,
|
||||||
radius: 0.0,
|
radius: 0.0,
|
||||||
shadows_enabled: false,
|
shadows_enabled: false,
|
||||||
soft_shadows_enabled: false,
|
|
||||||
shadow_depth_bias: Self::DEFAULT_SHADOW_DEPTH_BIAS,
|
shadow_depth_bias: Self::DEFAULT_SHADOW_DEPTH_BIAS,
|
||||||
shadow_normal_bias: Self::DEFAULT_SHADOW_NORMAL_BIAS,
|
shadow_normal_bias: Self::DEFAULT_SHADOW_NORMAL_BIAS,
|
||||||
shadow_map_near_z: Self::DEFAULT_SHADOW_MAP_NEAR_Z,
|
shadow_map_near_z: Self::DEFAULT_SHADOW_MAP_NEAR_Z,
|
||||||
|
#[cfg(feature = "experimental_pbr_pcss")]
|
||||||
|
soft_shadows_enabled: false,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -57,6 +57,7 @@ pub struct SpotLight {
|
||||||
///
|
///
|
||||||
/// Note that soft shadows are significantly more expensive to render than
|
/// Note that soft shadows are significantly more expensive to render than
|
||||||
/// hard shadows.
|
/// hard shadows.
|
||||||
|
#[cfg(feature = "experimental_pbr_pcss")]
|
||||||
pub soft_shadows_enabled: bool,
|
pub soft_shadows_enabled: bool,
|
||||||
|
|
||||||
/// A value that adjusts the tradeoff between self-shadowing artifacts and
|
/// A value that adjusts the tradeoff between self-shadowing artifacts and
|
||||||
|
@ -115,12 +116,13 @@ impl Default for SpotLight {
|
||||||
range: 20.0,
|
range: 20.0,
|
||||||
radius: 0.0,
|
radius: 0.0,
|
||||||
shadows_enabled: false,
|
shadows_enabled: false,
|
||||||
soft_shadows_enabled: false,
|
|
||||||
shadow_depth_bias: Self::DEFAULT_SHADOW_DEPTH_BIAS,
|
shadow_depth_bias: Self::DEFAULT_SHADOW_DEPTH_BIAS,
|
||||||
shadow_normal_bias: Self::DEFAULT_SHADOW_NORMAL_BIAS,
|
shadow_normal_bias: Self::DEFAULT_SHADOW_NORMAL_BIAS,
|
||||||
shadow_map_near_z: Self::DEFAULT_SHADOW_MAP_NEAR_Z,
|
shadow_map_near_z: Self::DEFAULT_SHADOW_MAP_NEAR_Z,
|
||||||
inner_angle: 0.0,
|
inner_angle: 0.0,
|
||||||
outer_angle: core::f32::consts::FRAC_PI_4,
|
outer_angle: core::f32::consts::FRAC_PI_4,
|
||||||
|
#[cfg(feature = "experimental_pbr_pcss")]
|
||||||
|
soft_shadows_enabled: false,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -43,12 +43,12 @@ pub struct ExtractedPointLight {
|
||||||
pub radius: f32,
|
pub radius: f32,
|
||||||
pub transform: GlobalTransform,
|
pub transform: GlobalTransform,
|
||||||
pub shadows_enabled: bool,
|
pub shadows_enabled: bool,
|
||||||
pub soft_shadows_enabled: bool,
|
|
||||||
pub shadow_depth_bias: f32,
|
pub shadow_depth_bias: f32,
|
||||||
pub shadow_normal_bias: f32,
|
pub shadow_normal_bias: f32,
|
||||||
pub shadow_map_near_z: f32,
|
pub shadow_map_near_z: f32,
|
||||||
pub spot_light_angles: Option<(f32, f32)>,
|
pub spot_light_angles: Option<(f32, f32)>,
|
||||||
pub volumetric: bool,
|
pub volumetric: bool,
|
||||||
|
pub soft_shadows_enabled: bool,
|
||||||
}
|
}
|
||||||
|
|
||||||
#[derive(Component, Debug)]
|
#[derive(Component, Debug)]
|
||||||
|
@ -58,13 +58,13 @@ pub struct ExtractedDirectionalLight {
|
||||||
pub transform: GlobalTransform,
|
pub transform: GlobalTransform,
|
||||||
pub shadows_enabled: bool,
|
pub shadows_enabled: bool,
|
||||||
pub volumetric: bool,
|
pub volumetric: bool,
|
||||||
pub soft_shadow_size: Option<f32>,
|
|
||||||
pub shadow_depth_bias: f32,
|
pub shadow_depth_bias: f32,
|
||||||
pub shadow_normal_bias: f32,
|
pub shadow_normal_bias: f32,
|
||||||
pub cascade_shadow_config: CascadeShadowConfig,
|
pub cascade_shadow_config: CascadeShadowConfig,
|
||||||
pub cascades: EntityHashMap<Vec<Cascade>>,
|
pub cascades: EntityHashMap<Vec<Cascade>>,
|
||||||
pub frusta: EntityHashMap<Vec<Frustum>>,
|
pub frusta: EntityHashMap<Vec<Frustum>>,
|
||||||
pub render_layers: RenderLayers,
|
pub render_layers: RenderLayers,
|
||||||
|
pub soft_shadow_size: Option<f32>,
|
||||||
}
|
}
|
||||||
|
|
||||||
// NOTE: These must match the bit flags in bevy_pbr/src/render/mesh_view_types.wgsl!
|
// NOTE: These must match the bit flags in bevy_pbr/src/render/mesh_view_types.wgsl!
|
||||||
|
@ -149,10 +149,10 @@ pub const MAX_CASCADES_PER_LIGHT: usize = 1;
|
||||||
#[derive(Resource, Clone)]
|
#[derive(Resource, Clone)]
|
||||||
pub struct ShadowSamplers {
|
pub struct ShadowSamplers {
|
||||||
pub point_light_comparison_sampler: Sampler,
|
pub point_light_comparison_sampler: Sampler,
|
||||||
#[cfg(feature = "pbr_pcss")]
|
#[cfg(feature = "experimental_pbr_pcss")]
|
||||||
pub point_light_linear_sampler: Sampler,
|
pub point_light_linear_sampler: Sampler,
|
||||||
pub directional_light_comparison_sampler: Sampler,
|
pub directional_light_comparison_sampler: Sampler,
|
||||||
#[cfg(feature = "pbr_pcss")]
|
#[cfg(feature = "experimental_pbr_pcss")]
|
||||||
pub directional_light_linear_sampler: Sampler,
|
pub directional_light_linear_sampler: Sampler,
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -176,7 +176,7 @@ impl FromWorld for ShadowSamplers {
|
||||||
compare: Some(CompareFunction::GreaterEqual),
|
compare: Some(CompareFunction::GreaterEqual),
|
||||||
..base_sampler_descriptor
|
..base_sampler_descriptor
|
||||||
}),
|
}),
|
||||||
#[cfg(feature = "pbr_pcss")]
|
#[cfg(feature = "experimental_pbr_pcss")]
|
||||||
point_light_linear_sampler: render_device.create_sampler(&base_sampler_descriptor),
|
point_light_linear_sampler: render_device.create_sampler(&base_sampler_descriptor),
|
||||||
directional_light_comparison_sampler: render_device.create_sampler(
|
directional_light_comparison_sampler: render_device.create_sampler(
|
||||||
&SamplerDescriptor {
|
&SamplerDescriptor {
|
||||||
|
@ -184,7 +184,7 @@ impl FromWorld for ShadowSamplers {
|
||||||
..base_sampler_descriptor
|
..base_sampler_descriptor
|
||||||
},
|
},
|
||||||
),
|
),
|
||||||
#[cfg(feature = "pbr_pcss")]
|
#[cfg(feature = "experimental_pbr_pcss")]
|
||||||
directional_light_linear_sampler: render_device
|
directional_light_linear_sampler: render_device
|
||||||
.create_sampler(&base_sampler_descriptor),
|
.create_sampler(&base_sampler_descriptor),
|
||||||
}
|
}
|
||||||
|
@ -293,7 +293,6 @@ pub fn extract_lights(
|
||||||
radius: point_light.radius,
|
radius: point_light.radius,
|
||||||
transform: *transform,
|
transform: *transform,
|
||||||
shadows_enabled: point_light.shadows_enabled,
|
shadows_enabled: point_light.shadows_enabled,
|
||||||
soft_shadows_enabled: point_light.soft_shadows_enabled,
|
|
||||||
shadow_depth_bias: point_light.shadow_depth_bias,
|
shadow_depth_bias: point_light.shadow_depth_bias,
|
||||||
// The factor of SQRT_2 is for the worst-case diagonal offset
|
// The factor of SQRT_2 is for the worst-case diagonal offset
|
||||||
shadow_normal_bias: point_light.shadow_normal_bias
|
shadow_normal_bias: point_light.shadow_normal_bias
|
||||||
|
@ -302,6 +301,10 @@ pub fn extract_lights(
|
||||||
shadow_map_near_z: point_light.shadow_map_near_z,
|
shadow_map_near_z: point_light.shadow_map_near_z,
|
||||||
spot_light_angles: None,
|
spot_light_angles: None,
|
||||||
volumetric: volumetric_light.is_some(),
|
volumetric: volumetric_light.is_some(),
|
||||||
|
#[cfg(feature = "experimental_pbr_pcss")]
|
||||||
|
soft_shadows_enabled: point_light.soft_shadows_enabled,
|
||||||
|
#[cfg(not(feature = "experimental_pbr_pcss"))]
|
||||||
|
soft_shadows_enabled: false,
|
||||||
};
|
};
|
||||||
point_lights_values.push((
|
point_lights_values.push((
|
||||||
render_entity,
|
render_entity,
|
||||||
|
@ -352,7 +355,6 @@ pub fn extract_lights(
|
||||||
radius: spot_light.radius,
|
radius: spot_light.radius,
|
||||||
transform: *transform,
|
transform: *transform,
|
||||||
shadows_enabled: spot_light.shadows_enabled,
|
shadows_enabled: spot_light.shadows_enabled,
|
||||||
soft_shadows_enabled: spot_light.soft_shadows_enabled,
|
|
||||||
shadow_depth_bias: spot_light.shadow_depth_bias,
|
shadow_depth_bias: spot_light.shadow_depth_bias,
|
||||||
// The factor of SQRT_2 is for the worst-case diagonal offset
|
// The factor of SQRT_2 is for the worst-case diagonal offset
|
||||||
shadow_normal_bias: spot_light.shadow_normal_bias
|
shadow_normal_bias: spot_light.shadow_normal_bias
|
||||||
|
@ -361,6 +363,10 @@ pub fn extract_lights(
|
||||||
shadow_map_near_z: spot_light.shadow_map_near_z,
|
shadow_map_near_z: spot_light.shadow_map_near_z,
|
||||||
spot_light_angles: Some((spot_light.inner_angle, spot_light.outer_angle)),
|
spot_light_angles: Some((spot_light.inner_angle, spot_light.outer_angle)),
|
||||||
volumetric: volumetric_light.is_some(),
|
volumetric: volumetric_light.is_some(),
|
||||||
|
#[cfg(feature = "experimental_pbr_pcss")]
|
||||||
|
soft_shadows_enabled: spot_light.soft_shadows_enabled,
|
||||||
|
#[cfg(not(feature = "experimental_pbr_pcss"))]
|
||||||
|
soft_shadows_enabled: false,
|
||||||
},
|
},
|
||||||
render_visible_entities,
|
render_visible_entities,
|
||||||
*frustum,
|
*frustum,
|
||||||
|
@ -432,7 +438,10 @@ pub fn extract_lights(
|
||||||
illuminance: directional_light.illuminance,
|
illuminance: directional_light.illuminance,
|
||||||
transform: *transform,
|
transform: *transform,
|
||||||
volumetric: volumetric_light.is_some(),
|
volumetric: volumetric_light.is_some(),
|
||||||
|
#[cfg(feature = "experimental_pbr_pcss")]
|
||||||
soft_shadow_size: directional_light.soft_shadow_size,
|
soft_shadow_size: directional_light.soft_shadow_size,
|
||||||
|
#[cfg(not(feature = "experimental_pbr_pcss"))]
|
||||||
|
soft_shadow_size: None,
|
||||||
shadows_enabled: directional_light.shadows_enabled,
|
shadows_enabled: directional_light.shadows_enabled,
|
||||||
shadow_depth_bias: directional_light.shadow_depth_bias,
|
shadow_depth_bias: directional_light.shadow_depth_bias,
|
||||||
// The factor of SQRT_2 is for the worst-case diagonal offset
|
// The factor of SQRT_2 is for the worst-case diagonal offset
|
||||||
|
@ -914,17 +923,17 @@ pub fn prepare_lights(
|
||||||
.extend(1.0 / (light.range * light.range)),
|
.extend(1.0 / (light.range * light.range)),
|
||||||
position_radius: light.transform.translation().extend(light.radius),
|
position_radius: light.transform.translation().extend(light.radius),
|
||||||
flags: flags.bits(),
|
flags: flags.bits(),
|
||||||
soft_shadow_size: if light.soft_shadows_enabled {
|
|
||||||
light.radius
|
|
||||||
} else {
|
|
||||||
0.0
|
|
||||||
},
|
|
||||||
shadow_depth_bias: light.shadow_depth_bias,
|
shadow_depth_bias: light.shadow_depth_bias,
|
||||||
shadow_normal_bias: light.shadow_normal_bias,
|
shadow_normal_bias: light.shadow_normal_bias,
|
||||||
shadow_map_near_z: light.shadow_map_near_z,
|
shadow_map_near_z: light.shadow_map_near_z,
|
||||||
spot_light_tan_angle,
|
spot_light_tan_angle,
|
||||||
pad_a: 0.0,
|
pad_a: 0.0,
|
||||||
pad_b: 0.0,
|
pad_b: 0.0,
|
||||||
|
soft_shadow_size: if light.soft_shadows_enabled {
|
||||||
|
light.radius
|
||||||
|
} else {
|
||||||
|
0.0
|
||||||
|
},
|
||||||
});
|
});
|
||||||
global_light_meta.entity_to_index.insert(entity, index);
|
global_light_meta.entity_to_index.insert(entity, index);
|
||||||
}
|
}
|
||||||
|
|
|
@ -1859,7 +1859,7 @@ impl SpecializedMeshPipeline for MeshPipeline {
|
||||||
#[cfg(all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu")))]
|
#[cfg(all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu")))]
|
||||||
shader_defs.push("WEBGL2".into());
|
shader_defs.push("WEBGL2".into());
|
||||||
|
|
||||||
#[cfg(feature = "pbr_pcss")]
|
#[cfg(feature = "experimental_pbr_pcss")]
|
||||||
shader_defs.push("PCSS_SAMPLERS_AVAILABLE".into());
|
shader_defs.push("PCSS_SAMPLERS_AVAILABLE".into());
|
||||||
|
|
||||||
if key.contains(MeshPipelineKey::TONEMAP_IN_SHADER) {
|
if key.contains(MeshPipelineKey::TONEMAP_IN_SHADER) {
|
||||||
|
|
|
@ -228,7 +228,7 @@ fn layout_entries(
|
||||||
// Point Shadow Texture Array Comparison Sampler
|
// Point Shadow Texture Array Comparison Sampler
|
||||||
(3, sampler(SamplerBindingType::Comparison)),
|
(3, sampler(SamplerBindingType::Comparison)),
|
||||||
// Point Shadow Texture Array Linear Sampler
|
// Point Shadow Texture Array Linear Sampler
|
||||||
#[cfg(feature = "pbr_pcss")]
|
#[cfg(feature = "experimental_pbr_pcss")]
|
||||||
(4, sampler(SamplerBindingType::Filtering)),
|
(4, sampler(SamplerBindingType::Filtering)),
|
||||||
// Directional Shadow Texture Array
|
// Directional Shadow Texture Array
|
||||||
(
|
(
|
||||||
|
@ -245,7 +245,7 @@ fn layout_entries(
|
||||||
// Directional Shadow Texture Array Comparison Sampler
|
// Directional Shadow Texture Array Comparison Sampler
|
||||||
(6, sampler(SamplerBindingType::Comparison)),
|
(6, sampler(SamplerBindingType::Comparison)),
|
||||||
// Directional Shadow Texture Array Linear Sampler
|
// Directional Shadow Texture Array Linear Sampler
|
||||||
#[cfg(feature = "pbr_pcss")]
|
#[cfg(feature = "experimental_pbr_pcss")]
|
||||||
(7, sampler(SamplerBindingType::Filtering)),
|
(7, sampler(SamplerBindingType::Filtering)),
|
||||||
// PointLights
|
// PointLights
|
||||||
(
|
(
|
||||||
|
@ -580,11 +580,11 @@ pub fn prepare_mesh_view_bind_groups(
|
||||||
(1, light_binding.clone()),
|
(1, light_binding.clone()),
|
||||||
(2, &shadow_bindings.point_light_depth_texture_view),
|
(2, &shadow_bindings.point_light_depth_texture_view),
|
||||||
(3, &shadow_samplers.point_light_comparison_sampler),
|
(3, &shadow_samplers.point_light_comparison_sampler),
|
||||||
#[cfg(feature = "pbr_pcss")]
|
#[cfg(feature = "experimental_pbr_pcss")]
|
||||||
(4, &shadow_samplers.point_light_linear_sampler),
|
(4, &shadow_samplers.point_light_linear_sampler),
|
||||||
(5, &shadow_bindings.directional_light_depth_texture_view),
|
(5, &shadow_bindings.directional_light_depth_texture_view),
|
||||||
(6, &shadow_samplers.directional_light_comparison_sampler),
|
(6, &shadow_samplers.directional_light_comparison_sampler),
|
||||||
#[cfg(feature = "pbr_pcss")]
|
#[cfg(feature = "experimental_pbr_pcss")]
|
||||||
(7, &shadow_samplers.directional_light_linear_sampler),
|
(7, &shadow_samplers.directional_light_linear_sampler),
|
||||||
(8, clusterable_objects_binding.clone()),
|
(8, clusterable_objects_binding.clone()),
|
||||||
(
|
(
|
||||||
|
|
|
@ -67,6 +67,7 @@ The default feature set enables most of the expected features of a game engine,
|
||||||
|detailed_trace|Enable detailed trace event logging. These trace events are expensive even when off, thus they require compile time opt-in|
|
|detailed_trace|Enable detailed trace event logging. These trace events are expensive even when off, thus they require compile time opt-in|
|
||||||
|dynamic_linking|Force dynamic linking, which improves iterative compile times|
|
|dynamic_linking|Force dynamic linking, which improves iterative compile times|
|
||||||
|embedded_watcher|Enables watching in memory asset providers for Bevy Asset hot-reloading|
|
|embedded_watcher|Enables watching in memory asset providers for Bevy Asset hot-reloading|
|
||||||
|
|experimental_pbr_pcss|Enable support for PCSS, at the risk of blowing past the global, per-shader sampler limit on older/lower-end GPUs|
|
||||||
|exr|EXR image format support|
|
|exr|EXR image format support|
|
||||||
|ff|Farbfeld image format support|
|
|ff|Farbfeld image format support|
|
||||||
|file_watcher|Enables watching the filesystem for Bevy Asset hot-reloading|
|
|file_watcher|Enables watching the filesystem for Bevy Asset hot-reloading|
|
||||||
|
@ -83,7 +84,6 @@ The default feature set enables most of the expected features of a game engine,
|
||||||
|mp3|MP3 audio format support|
|
|mp3|MP3 audio format support|
|
||||||
|pbr_anisotropy_texture|Enable support for anisotropy texture in the `StandardMaterial`, at the risk of blowing past the global, per-shader texture limit on older/lower-end GPUs|
|
|pbr_anisotropy_texture|Enable support for anisotropy texture in the `StandardMaterial`, at the risk of blowing past the global, per-shader texture limit on older/lower-end GPUs|
|
||||||
|pbr_multi_layer_material_textures|Enable support for multi-layer material textures in the `StandardMaterial`, at the risk of blowing past the global, per-shader texture limit on older/lower-end GPUs|
|
|pbr_multi_layer_material_textures|Enable support for multi-layer material textures in the `StandardMaterial`, at the risk of blowing past the global, per-shader texture limit on older/lower-end GPUs|
|
||||||
|pbr_pcss|Enable support for PCSS, at the risk of blowing past the global, per-shader sampler limit on older/lower-end GPUs|
|
|
||||||
|pbr_transmission_textures|Enable support for transmission-related textures in the `StandardMaterial`, at the risk of blowing past the global, per-shader texture limit on older/lower-end GPUs|
|
|pbr_transmission_textures|Enable support for transmission-related textures in the `StandardMaterial`, at the risk of blowing past the global, per-shader texture limit on older/lower-end GPUs|
|
||||||
|pnm|PNM image format support, includes pam, pbm, pgm and ppm|
|
|pnm|PNM image format support, includes pam, pbm, pgm and ppm|
|
||||||
|qoi|QOI image format support|
|
|qoi|QOI image format support|
|
||||||
|
|
Loading…
Reference in a new issue