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Irradiance volume example tweaks (#11911)
# Objective Fixes two small quality issues: 1. With the new default ev100 exposure value, the irradiance intensity was too low 2. The camera was rotating at a fixed speed (instead of a speed multiplied by delta time), resulting in frame-rate dependent rotation speed.
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1 changed files with 4 additions and 3 deletions
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@ -22,12 +22,12 @@ use bevy::render::render_resource::{AsBindGroup, ShaderRef, ShaderType};
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use bevy::window::PrimaryWindow;
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// Rotation speed in radians per frame.
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const ROTATION_SPEED: f32 = 0.005;
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const ROTATION_SPEED: f32 = 0.2;
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const FOX_SCALE: f32 = 0.05;
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const SPHERE_SCALE: f32 = 2.0;
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const IRRADIANCE_VOLUME_INTENSITY: f32 = 150.0;
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const IRRADIANCE_VOLUME_INTENSITY: f32 = 1800.0;
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const AMBIENT_LIGHT_BRIGHTNESS: f32 = 0.06;
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@ -371,6 +371,7 @@ impl AppStatus {
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// Rotates the camera a bit every frame.
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fn rotate_camera(
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mut camera_query: Query<&mut Transform, With<Camera3d>>,
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time: Res<Time>,
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app_status: Res<AppStatus>,
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) {
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if !app_status.rotating {
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@ -378,7 +379,7 @@ fn rotate_camera(
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}
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for mut transform in camera_query.iter_mut() {
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transform.translation = Vec2::from_angle(ROTATION_SPEED)
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transform.translation = Vec2::from_angle(ROTATION_SPEED * time.delta_seconds())
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.rotate(transform.translation.xz())
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.extend(transform.translation.y)
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.xzy();
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