//! Demonstrates how to use transparency in 3D. //! Shows the effects of different blend modes. //! The `fade_transparency` system smoothly changes the transparency over time. use bevy::prelude::*; fn main() { App::new() .insert_resource(Msaa { samples: 4 }) .add_plugins(DefaultPlugins) .add_startup_system(setup) .add_system(fade_transparency) .run(); } fn setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, ) { // opaque plane, uses `alpha_mode: Opaque` by default commands.spawn(PbrBundle { mesh: meshes.add(Mesh::from(shape::Plane { size: 6.0 })), material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()), ..default() }); // transparent sphere, uses `alpha_mode: Mask(f32)` commands.spawn(PbrBundle { mesh: meshes.add( Mesh::try_from(shape::Icosphere { radius: 0.5, subdivisions: 3, }) .unwrap(), ), material: materials.add(StandardMaterial { // Alpha channel of the color controls transparency. // We set it to 0.0 here, because it will be changed over time in the // `fade_transparency` function. // Note that the transparency has no effect on the objects shadow. base_color: Color::rgba(0.2, 0.7, 0.1, 0.0), // Mask sets a cutoff for transparency. Alpha values below are fully transparent, // alpha values above are fully opaque. alpha_mode: AlphaMode::Mask(0.5), ..default() }), transform: Transform::from_xyz(1.0, 0.5, -1.5), ..default() }); // transparent unlit sphere, uses `alpha_mode: Mask(f32)` commands.spawn(PbrBundle { mesh: meshes.add( Mesh::try_from(shape::Icosphere { radius: 0.5, subdivisions: 3, }) .unwrap(), ), material: materials.add(StandardMaterial { base_color: Color::rgba(0.2, 0.7, 0.1, 0.0), alpha_mode: AlphaMode::Mask(0.5), unlit: true, ..default() }), transform: Transform::from_xyz(-1.0, 0.5, -1.5), ..default() }); // transparent cube, uses `alpha_mode: Blend` commands.spawn(PbrBundle { mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })), // Notice how there is no need to set the `alpha_mode` explicitly here. // When converting a color to a material using `into()`, the alpha mode is // automatically set to `Blend` if the alpha channel is anything lower than 1.0. material: materials.add(Color::rgba(0.5, 0.5, 1.0, 0.0).into()), transform: Transform::from_xyz(0.0, 0.5, 0.0), ..default() }); // opaque sphere commands.spawn(PbrBundle { mesh: meshes.add( Mesh::try_from(shape::Icosphere { radius: 0.5, subdivisions: 3, }) .unwrap(), ), material: materials.add(Color::rgb(0.7, 0.2, 0.1).into()), transform: Transform::from_xyz(0.0, 0.5, -1.5), ..default() }); // light commands.spawn(PointLightBundle { point_light: PointLight { intensity: 1500.0, shadows_enabled: true, ..default() }, transform: Transform::from_xyz(4.0, 8.0, 4.0), ..default() }); // camera commands.spawn(Camera3dBundle { transform: Transform::from_xyz(-2.0, 3.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y), ..default() }); } /// Fades the alpha channel of all materials between 0 and 1 over time. /// Each blend mode responds differently to this: /// - `Opaque`: Ignores alpha channel altogether, these materials stay completely opaque. /// - `Mask(f32)`: Object appears when the alpha value goes above the mask's threshold, disappears /// when the alpha value goes back below the threshold. /// - `Blend`: Object fades in and out smoothly. pub fn fade_transparency(time: Res