# Objective
- Fixes: https://github.com/bevyengine/bevy/issues/14036
## Solution
- Add a world space transformation for the environment sample direction.
## Testing
- I have tested the newly added `transform` field using the newly added
`rotate_environment_map` example.
https://github.com/user-attachments/assets/2de77c65-14bc-48ee-b76a-fb4e9782dbdb
## Migration Guide
- Since we have added a new filed to the `EnvironmentMapLight` struct,
users will need to include `..default()` or some rotation value in their
initialization code.
# Objective
- Fixes https://github.com/bevyengine/bevy/issues/14036
## Solution
- Add a view space transformation for the skybox
## Testing
- I have tested the newly added `transform` field using the `skybox`
example.
```
diff --git a/examples/3d/skybox.rs b/examples/3d/skybox.rs
index beaf5b268..d16cbe988 100644
--- a/examples/3d/skybox.rs
+++ b/examples/3d/skybox.rs
@@ -81,6 +81,7 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
Skybox {
image: skybox_handle.clone(),
brightness: 1000.0,
+ rotation: Quat::from_rotation_x(PI * -0.5),
},
));
```
<img width="1280" alt="image"
src="https://github.com/bevyengine/bevy/assets/6300263/1230a608-58ea-492d-a811-90c54c3b43ef">
## Migration Guide
- Since we have added a new filed to the Skybox struct, users will need
to include `..Default::default()` or some rotation value in their
initialization code.
# Objective
In a few examples, we're specifying a font or font size that is the same
as the current default value. Might as well use the default. That'll be
one less thing to worry about if we ever need to change the default font
size. (wink)
In a few others, we were using a value of `25.0` and it didn't seem like
it was different for an important reason, so I switched to the default
there too.
(There are a bunch of examples that use non-default font sizes for
various reasons. Not trying address them all here.)
This commit implements support for physically-based anisotropy in Bevy's
`StandardMaterial`, following the specification for the
[`KHR_materials_anisotropy`] glTF extension.
[*Anisotropy*] (not to be confused with [anisotropic filtering]) is a
PBR feature that allows roughness to vary along the tangent and
bitangent directions of a mesh. In effect, this causes the specular
light to stretch out into lines instead of a round lobe. This is useful
for modeling brushed metal, hair, and similar surfaces. Support for
anisotropy is a common feature in major game and graphics engines;
Unity, Unreal, Godot, three.js, and Blender all support it to varying
degrees.
Two new parameters have been added to `StandardMaterial`:
`anisotropy_strength` and `anisotropy_rotation`. Anisotropy strength,
which ranges from 0 to 1, represents how much the roughness differs
between the tangent and the bitangent of the mesh. In effect, it
controls how stretched the specular highlight is. Anisotropy rotation
allows the roughness direction to differ from the tangent of the model.
In addition to these two fixed parameters, an *anisotropy texture* can
be supplied. Such a texture should be a 3-channel RGB texture, where the
red and green values specify a direction vector using the same
conventions as a normal map ([0, 1] color values map to [-1, 1] vector
values), and the the blue value represents the strength. This matches
the format that the [`KHR_materials_anisotropy`] specification requires.
Such textures should be loaded as linear and not sRGB. Note that this
texture does consume one additional texture binding in the standard
material shader.
The glTF loader has been updated to properly parse the
`KHR_materials_anisotropy` extension.
A new example, `anisotropy`, has been added. This example loads and
displays the barn lamp example from the [`glTF-Sample-Assets`]
repository. Note that the textures were rather large, so I shrunk them
down and converted them to a mixture of JPEG and KTX2 format, in the
interests of saving space in the Bevy repository.
[*Anisotropy*]:
https://google.github.io/filament/Filament.md.html#materialsystem/anisotropicmodel
[anisotropic filtering]:
https://en.wikipedia.org/wiki/Anisotropic_filtering
[`KHR_materials_anisotropy`]:
https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Khronos/KHR_materials_anisotropy/README.md
[`glTF-Sample-Assets`]:
https://github.com/KhronosGroup/glTF-Sample-Assets/
## Changelog
### Added
* Physically-based anisotropy is now available for materials, which
enhances the look of surfaces such as brushed metal or hair. glTF scenes
can use the new feature with the `KHR_materials_anisotropy` extension.
## Screenshots
With anisotropy:
![Screenshot 2024-05-20
233414](https://github.com/bevyengine/bevy/assets/157897/379f1e42-24e9-40b6-a430-f7d1479d0335)
Without anisotropy:
![Screenshot 2024-05-20
233420](https://github.com/bevyengine/bevy/assets/157897/aa220f05-b8e7-417c-9671-b242d4bf9fc4)