# 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
- The default font size is too small to be useful in examples or for
debug text.
- Fixes#13587
## Solution
- Updated the default font size value in `TextStyle` from 12px to 24px.
- Resorted to Text defaults in examples to use the default font size in
most of them.
## Testing
- WIP
---
## Migration Guide
- The default font size has been increased to 24px from 12px. Make sure
you set the font to the appropriate values in places you were using
`Default` text style.
## Objective
Use the "standard" text size / placement for the new text in these
examples.
Continuation of an effort started here:
https://github.com/bevyengine/bevy/pull/8478
This is definitely not comprehensive. I did the ones that were easy to
find and relatively straightforward updates. I meant to just do
`3d_shapes` and `2d_shapes`, but one thing lead to another.
## Solution
Use `font_size: 20.0`, the default (built-in) font, `Color::WHITE`
(default), and `Val::Px(12.)` from the edges of the screen.
There are a few little drive-by cleanups of defaults not being used,
etc.
## Testing
Ran the changed examples, verified that they still look reasonable.
# Objective
- In particularly dark scenes, auto-exposure would lead to an unexpected
darkening of the view.
- Fixes#13446.
## Solution
The average luminance should default to something else than 0.0 instead,
when there are no samples. We set it to `settings.min_log_lum`.
## Testing
I was able to reproduce the problem on the `auto_exposure` example by
setting the point light intensity to 2000 and looking into the
right-hand corner. There was a sudden darkening.
Now, the discontinuity is gone.
---------
Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
Co-authored-by: Bram Buurlage <brambuurlage@gmail.com>
# Objective
- Add auto exposure/eye adaptation to the bevy render pipeline.
- Support features that users might expect from other engines:
- Metering masks
- Compensation curves
- Smooth exposure transitions
This PR is based on an implementation I already built for a personal
project before https://github.com/bevyengine/bevy/pull/8809 was
submitted, so I wasn't able to adopt that PR in the proper way. I've
still drawn inspiration from it, so @fintelia should be credited as
well.
## Solution
An auto exposure compute shader builds a 64 bin histogram of the scene's
luminance, and then adjusts the exposure based on that histogram. Using
a histogram allows the system to ignore outliers like shadows and
specular highlights, and it allows to give more weight to certain areas
based on a mask.
---
## Changelog
- Added: AutoExposure plugin that allows to adjust a camera's exposure
based on it's scene's luminance.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>